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DRAUGHTS 



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COMPRISING G. F. PARDON'S COMPLETE WORK 

AND MANY VALUABLE PARTS OF ANDREW 

ANDERSON'S ' * CHECKERS. ' ' 




NEW YORK 

FREDERICK A. STOKES COMPANY 

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CONTENTS. 



BACKGAMMON. 

PACK. 

Origin of the Game , • 7 

Technical Terms of the Game lo 

How the Game is Played 1 1 

Hoyle*s Hints ^ Observations^ and Cautions 13 

Directions for Bearing your Men 15 

The Laws of Backgammon 17 

General Instructions 18 

Playing at Setting Out the thirty -six Chances of the Dice 

for a Gammon or a Single Hit 19 

How to Play for Chances when you play only for a Hit, ... 22 

Back-Game 23 

A Case of Curiosity 24 

Critical Case for a Back-Game 25 

Calculation of Chances 25 



DRAUGHTS. 

CMAPTBR. PACK. 

/. Introductory 31 

II, The Moves ^ and the Method of Notation 37 

III, Names of the Gam^s^ or Openings^ and How 

Formed 43 



4 



CONTENTS. 



CHAPTER. PAGM. 

^V, standard Laws of the Game 46 

A Few Hints to Players 49 

Standing the Huff, . , 52 

Winning with Three Kings to Two 54 

75? Know when you Have the Move 56 

V, Anderson* s Theory of the Move and its Changes^ 

Practically Explained and Illustrated, 60 

The Losing Game 65 

VI, Elementary Positions 67 

VII, Illustrative Games 71 

VIII, Critical Situations and Endings of Games 96 

Problems 99 

Solutions to Problems 113 

IX, Polish Draughts 122 



PREFACE 



Backgammon remains in precisely the condition in 
which it was left over a hundred years ago, by 
**Edmond Hoyle, Gent." In this short account 
of the game are given the preliminary instructions 
which Hoyle and others almost invariably omit. 
Hoyle presumes on his reader's general knowledge 
of the manner of playing the various games, and 
begins his account of Backgammon with a calcu- 
lation of chances and a table of odds against throw- 
ing certain numbers on two dice. This, the mere 
gambling element of the game, is not primarily 
necessary for the amateur's instruction. When he 
knows how to play Backgammon, he will soon 
acquire facility in making wagers on his success. 
It is a pleasant evidence of advancement in morals, 
that most of the games our forefathers played for 
heavy stakes are now ordinarily played ''for love/' 
Chess, Draughts, Backgammon, Whist, and most 
of the card games, are better played for amusement 
than for money. 



BACKGAMMON. 



Backgammon and Draughts go very well together, 
for almost all the folding Draught-boards contain a 
Backgammon-board inside. 

As to the origin of the game there is little to be 
said, except that it was known to our Saxon ances- 
tors, as a game of mingled chance and skill. Strutt 
and Bishop Kennett derive its name from two Saxon 
words — bac, back ; and gamen, a game — a back- 
game, or one in which the player is liable to be 
sent back. Dr. Henry and other writers claim for 
it a purely Welsh origin, and say that its name 
comes from back, little ; and cammon, a battle — the 
little battle. Chaucer called it Tables, by which 
title the game seems to have been known in his 
time. As to the Draught-men and dice with which 
it is played, of the introduction of the first we have 
no certain knowledge ; and with regard to the 
spotted cubes, their origin cannot now be traced 
to any one people. Representations of dice are 
seen in Egyptian hieroglyphs and on Etruscan 
tombs. It has always been a game for the higher 
classes, and has never been vulgarized or defiled 
by uneducated people. Bacon, the philosopher, 
recommends it as a good game ; Shakspeare draws 
morals from its chances ; Spenser mentions dice in 



8 



BACKGAMMON. 



his ' ' Faerie Queene " ; Addison, Dryden, and other 
writers mention it as a gentlemanly pastime ; and 
Dean Swift tells us that it is the only game that a 
clergyman can consistently play ! 

Backgammon is played by two persons on a 
board divided into two sections, and figured with 
twenty-four points or fleches, of different colors, 
placed alternately. Here is the board, with the men 
arranged for the game : 

Black. 
Black's Home, or Inner ^^^^^^^ ^^^^^ ^^^^^^^ 

1284:66 789 10 11 13 




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1284:56 789 10 1112 

White's Home, or Inner ,,t, .. , ^ . rp , i 
'p^jjjg White's Outer Table. 

White. 



ARRANGING THE BOARD. 9 

The very first thing is to *' set the board/' which 
is done according to the scheme shown in the dia- 
gram, in which for easy reference the points on 
either side are numbered from i to 12. The player 
using the black men is seated atthe upper side of the 
table, and the one with the white men at the lower. 
In the case supposed, it is the object of the player 
to bring all his men '^home"; that is, into his 
own inner table. He who first succeeds in moving 
or ' ' bearing '' his men off the board, wins the 
game. In arranging the board, two men are 
placed upon the ace-point in the adversary's inner 
table, five upon the sixth point of his outer table 
(12 in the diagram), five upon the sixth point in 
your own inner table, and three upon the cinque 
point in your outer table (8 in the diagram). Your 
adversary places his men in the tables in a pre- 
cisely corresponding manner. 

The moves of the men are made in accordance 
with the numbers thrown by two dice, with which, 
in a box, each player is provided, in addition to 
fifteen draughtmen. 

To further explain the motif oi the game. It is 
the object of the player to get all his men into his 
inner compartment or *'home,'' and '"bear" or 
remove them from the board in accordance with 
the numbers indicated by the successive throws of 
the dice, before his adversary can accomplish the 



10 BACKGAMMON-, 

same end, after he has succeeded in removing his 
men into his own ''home." But before going far- 
ther, it will be well to explain the 

TECHNICAL TERMS OF THE GAME. 

The terms used for the numbers on the dice are — 
I, ace ; 2, deuce; 3, trois^ or tray; 4, quaire ; 5, 
cinque ; 6, six. 

Doublets, — Two dice with the faces bearing 
the same number of pips, as two aces, two sixes, 
etc. 

Bearing your Men, — Removing them from the 
table. 

Hit, — To remove all your men before your ad- 
versary has done so. 

Blot, — A single man upon a point. 

Home. — Your inner table. 

Gammon. — Two points won out of the three 
constituting the game. 

Backgammon. — The entire game won. 

Men. — The draughts used in the game. 

Making Points. — Winning hits. 

Getting Home. — Bringing your men from your 
opponent's tables into your own. 

To Enter. — Is to place your man again on the 
board after he has been excluded by reason of a 
point being already full. 

Bar, — The division between the boxes. 



HOW THE GAME IS PLAYED. il 

Bar-point. — That next the bar. 
Having got thus far, let us see 

HOW THE GAME IS PLAYED. 

The first most advantageous throw of the dice is 
of aces, as it blocks the six-point in your outer table, 
and secures the cinque-point in your inner table ; 
so that your adversary's two men upon your ace- 
point cannot escape with his throwing either from 
five or six. This throw is, therefore, often asked 
and given between players of unequal skill, by way 
of odds. 

If doublets are thrown, or similar numbers on 
each die, double the number of points are reck- 
oned. Thus, if two cinques be thrown, twenty 
points are counted. 

The points on the board are counted from one to 
six in each of the four compartments respectively, 
each player commencing from the point in the table 
opposite to him. 

Two men can be advanced at once, one for each 
number thrown on the dice ; or one man may be 
moved forward as many points as the numbers on 
the dice amount to, taken together. 

When any point is covered by two of an oppo- 
nent's men, the player cannot put any of his upon 
that point ; but if one only be there, which consti- 
tutes what is called ' ' a blot, " that man may be 



12 BACKGAMMOJSr. 

removed and placed on the centre ledge of the 
board, and the point occupied. This man must be 
''entered" on any vacant point in the ''home" 
section of the tables belonging to the opponent of 
the player whose man has been taken up, provided 
the number turned up on either die corresponds 
with that point, and must then be brought round 
from the commencement, like the men on the ace- 
points in either table. 

To win a "hit " is to remove all your men from 
the table before your adversary has removed his : 
this counts one. To win a "gammon," which 
counts two, is to remove all your men before your 
adversary has brought all of his " home " ; and if 
your men are entirely removed while your antago- 
nist has one remaining in your home section of the 
tables, you win a "backgammon," which counts 
three. 

For the choice of the first play, each player 
throws a single die. " He who throws the highest 
number wins, and may, if he choose, adopt and 
play the joint number of the preliminary throw. 
If he reject, then the first step is made by his throw- 
ing both the dice, and moving any one of his men 
to an open point at the distance indicated by one of 
the dice, and then moving another man (or the same 
man farther on, if he think proper) to another open 
point indicated by the number of the second die. 



BOYLE'S HINTS, OBSERVATIONS, ETC. I3 

This completes his move ; his adversary then fol- 
lows in a similar manner, and so on alternately to 
the end of the game. Thus, double aces (which 
count as 4) w^ould entitle you (say White) to move 
two men from 8 w. to 7 w., and two from 6 w. to 
5 w., which covers the bar-point (7), and also 
covers the cinque point in your inner table, and 
then, should your next throw be 5 and 6, you would 
play the five from 12 b. to 8 w., and so cover the 
blot before left ; and you would play the six from 
12 b. to your bar-point. Pairs count double ; thus, 
sixes entitle you to move four men, each six points 
forward, and you may either move four together, 
say, from 12 b. to 7 w., or two together, as, say, 
two from I b. to your adversary's bar-point (7), 
and two from 12 b. to 7 w. (your own bar-point), 
or singly — as, say, a single man from i b. to i w. 
in your own inner table, presuming that your ad- 
versary had ceased to occupy it. " 

The direction in which your men move is from 
the adverse inner table over the bar, through the 
adversary's outer table. 

hoyle's hints, observations, and cautions. 

By the directions given to play for a gammon, 
you are voluntarily to make some blots ; the odds 
being in your favor that they are not hit ; but should 
that so happen, in such case you will have three 



14 BACKGAMMON. 

men in your adversary's table ; you must then en- 
deavor to secure your adversary's cinque, quatre, 
or trois-point, to prevent a gammon, and must be 
very cautious how you suffer him to take up a fourth 
man. 

Take care not to crowd your game, that is, put- 
ting many men either upon your trois or deuce- 
point in your own table ; which is, in effect, losing 
those men by not having them to play. Besides, 
by crowding your game, you are often gammoned ; 
as, when your adversary finds your game open by 
being crowded in your own table he may then 
play as he thinks fit. 

By referring to the calculations, you may know 
the odds of entering a single man upon any certain 
number of points, and play your game accordingly. 

If you are obliged to leave a blot, by having 
recourse to the calculations for hitting it, you wull 
find the chances for and against you. 

You will also find the odds for and against being 
hit by double dice, and consequently can choose a 
method of play most to your advantage. 

If it be necessary to make a run, in order to win 
a hit, and you would know who is forwardest, begin 
reckonmg how many points you have to bring home 
to the six-point in your table the man that is at the 
greatest distance, and do the like by every other 
man abroad ; when the numbers are summed up, 



DIRECTIONS FOR BEARING YOUR MEN. 15 

add for those already on your own tables (suppos- 
ing the men that were abroad as on your six-point 
for bearing), namely, six for every man on the six, 
and so on respectively for each ; five, four, three, 
two, or one, for every man according to the points 
on which they are situated. Do the like to your 
adversary's game, and then you will know which 
of you is forwardest, and likeliest to win the hit 

DIRECTIONS FOR BEARING YOUR MEN. 

If your adversary be greatly before you, never 
play a man from your quatre, trois or deuce points, 
in order to bear that man from the point where 
you put it, because nothing but high doublets can 
give you any chance for the hit ; therefore, instead 
of playing an ace or a deuce from any of the 
aforesaid points, always play them from your 
highest point ; by which means, throwing two 
fives, or two fours, will, upon having eased your 
six and cinque points, be of great advantage : 
whereas, had your six point remained loaded, you 
must perhaps be obliged to play at length those 
fives and fours. 

Whenever you have taken up two of your ad- 
versary's men, and happen to have two, three or 
more points made in your own table, never fail 
spreading your men, either to take a new point in 
your table, or to hit the man your adversary may 



i6 BACKGAMMON, 

happen to enter. As soon as he enters one, com- 
pare his game with yours ; and if you find your 
game equal, or better, take the man if you can, 
because it is twenty-five to eleven against his hit- 
ting you ; which being so much in your favor, you 
ought always to run that risk, when you have 
already two of his men up : except you play for a 
single hit only. 

Never be deterred from taking up any one man 
of your adversary by the apprehension of being hit 
with double dice, because the fairest probability is 
five to one against him. 

If you should happen to have five points in your 
table, and to have taken up one of your adversary's 
men, and are obliged to leave a blot out of your 
table, rather leave it upon doublets than any other, 
because doublets are thirty-five to one against his 
hitting you, and any other chance is but seventeen 
to one against him. 

Two of your adversary's men in your table are 
better for a hit than any greater number, provided 
your game be the forwardest ; because having 
three or more men in your table gives him 
more chances to hit you, than if he had only two 
men. 

If you are to leave a blot upon entering a man 
on your adversary's table, and have your choice 
where, always choose that point which is the most 



THE LAWS OF BACKGAMMON. 17 

disadvantageous to him. To illustrate this : sup- 
pose it is his interest to hit or take you up as soon 
as you enter ; in that case leave the blot upon his 
lowest point; that is to say, upon his deuce, 
rather than upon his trois, and so on ; because all 
the men your adversary plays upon his trois or his 
deuce points are in a great measure out of play, 
these men not having it in their power to make his 
cinque-point, and consequently his game will be 
crowded there and open elsewhere, whereby you 
will be able also much to annoy him. 

Prevent your adversary from bearing his men to 
the greatest advantage, when you are running to 
save a gammon : suppose you should have two 
men upon his ace-point, and several others abroad ; 
though you should lose one point or two, in put- 
ting the men into your table, yet it is your interest 
to leave a man upon the adversary's ace-point, 
which will prevent him bearing his men to his 
greatest advantage, and will also give you the 
chance of his making a blot, that you may hit. 
But if, upon calculation, you find you have a throw, 
or a probability of saving your gammon, never 
wait for a blot, because the odds are greatly against 
hitting it. 

THE LAWS OF BACKGAMMON. 

If you take a man or men from any point, that 
man or men must be played. 



i8 BACKGAMMON. 

You are not understood to have played any man 
till it is placed upon a point, and quitted. 

If you play with fourteen men only, there is no 
penalty attending it, because with a lesser number 
you play to a disadvantage, by not having the ad- 
ditional man to make up your tables. 

If you bear any number of men before you have 
entered a man taken up, and which, consequently, 
you were obliged to enter, such men, so borne, 
must be entered again in your adversary's tables, 
as well as the man taken up. 

If you have mistaken your thrown and played it, 
and your adversary have thrown, it is not in your 
power or his choice to alter it, unless both parties 
agree. 

The following are Hoyle's 

GENERAL INSTRUCTIONS. 

If you play three up at Backgammon, your prin- 
cipal view, in the first place, is to secure your 
own, or your adversary's cinque-point, or both ; 
when that is effected, you may play a pushing 
game, and endeavor to gammon your adversary. 

The next best point (after you have gained your 
cinque-point) is to make your bar-point, thereby 
preventing your adversary's running out with 
doublet sixes. 

When you have proceeded thus far, prefer the 



THE THIRTY-SIX CHANCES. 19 

making your quatre-point in your own tables, 
rather than the quatre-point out of them. 

Having gained these points, you have a fair 
chance to gammon your adversary, if he is very 
forward : for, suppose his tables are broke at home, 
it will be then your interest to open your bar- 
point, and to oblige him to come out of your tables 
with a six ; and having your men spread, you not 
only may catch that man which yoiir adversary 
brings out of your tables, but you will also have a 
probability of taking up the man left in your tables 
(upon supposition that he has two men there.) If 
he should have a blot at home, it will then be your 
interest not to make up your tables ; because, if he 
should enter upon a blot, which you are to make 
for the purpose, you will have a probability of get- 
ting a third man ; which, if accomplished, will 
give you at least 4 to i of the gammon ; whereas, 
if you have only two of his men up, the chances 
are that you do not gammon him. 

If you play for a hit only, one or two men taken 
up by your adversary renders it surer than a greater 
number, provided your tables are made up. 

Hoyle gives the following directions for 

PLAYING AT SETTING OUT THE THIRTY-SIX CHANCES OF 
THE DICE FOR A GAMMON OR A SINGLE HIT, 

Two aces — best of first throws to be played on 



20 BA CKGAMMON. 

your cinque-point ; and then two on the bar-point 
for a gammon, or for a hit 

Two sixes (second best throw) to be played ; two 
on your adversary's bar-point, and two on your 
bar-point, for a gammon or a hit. 

Two trois, two to be played on the cinque-point, 
and the other two on your trois-point in your own 
tables, for a gammon only. 

Two deuces, to be played on the quatre-point in 
your own tables, and two are brought over from the 
five men placed in your adversary's outer tables, for 
a gammon only. 

Two fours, to be brought over from the five men 
placed in your adversary's outer tables, and to be 
put upon the cinque-point in your own tables, for a 
gammon only. 

Two fives, to be brought over from the five men 
placed in your adversary's outer tables, and to be 
put on the trois-point in your own tables, for a gam- 
mon or a hit. 

Size ace, you are to make your bar-point, for a 
gammon or for a hit 

Size deuce, a man to be brought from the five 
men placed in your adversary's outer tables, and to 
be placed on the cinque-point in your own tables, 
for a gammon or a hit 

Six and three, a man to be brought from your 
adversary's ace-point, as far as he will go, for a 
gammon or a hit 



THE THIRTY-SIX CHANCES. 21 

Six and four, a man to be brought from your 
adversary's ace-point, as far as he will go, for a 
gammon or a hit. 

Six and five, a man to be carried from your 
adversary's ace-point, as far as he can go, for a 
gammon or a hit. 

Cinque and quatre, a man to be carried from your 
adversary's ace-point, as far as he can go, for a 
gammon or a hit 

Cinque-trois, to make the trois-point in your 
table, for a gammon or a hit. 

Cinque-deuce, to play two men from the five 
placed in your adversary's outer tables, for a gam- 
mon or a hit. 

Cinque-ace, to bring one man from the five placed 
in your adversary's outer tables for the cinque, 
and to play one man down on the cinque-point 
in your own tables for the ace, for a gammon 
only. 

Quatre-trois, two men to be brought from the five 
placed in your adversary's outer tables, for a gam- 
mon or a hit. 

Quatre-deuce, to make the quatre-point in your 
own tables, for a gammon or a hit. 

Quatre-ace, to play a man from the five placed 
in your adversary's outer tables for the quatre, 
and for the ace, to play a man down upon the 
cinque-point in your own tables, for a gammon only. 



22 BACKGAMMON. 

Trois-deuce, two men to be brought from the 
five placed in your adversary's tables, for a gammon 
only. 

Trois-ace, to make the cinque-point in your own 
tables, for a gammon or a hit. 

Deuce-ace, to play one man from the five placed 
in your adversary's tables for the deuce ; and for 
the ace, to play a man down upon the cinque-point 
in your own tables, for a gammon only. 

HOW TO PLAY FOR THE FOLLOWING CHANCES WHEN YOU 

PLAY ONLY FOR A HIT. 

Two trpis, two of them are to be played on your 
cinque-point in your own tables, and with the other 
two take the quatre-point in your adversary's tables. 

Two deuces, two of them are to be played on 
your quatre-point in your own tables, and with 
the other two take the trois-point in your adver- 
sary's tables. 

[The two foregoing cases are to be played in this manner, 
that you may avoid being shut up in your adversary's 
tables, and have the chance of throwing high doublets to 
win the hit.] 

Two fours, two of them are to take your adver- 
sary's cinque-point in his tables ; and for the other 
two, two men are to be brought from the five placed 
in your adversary's tables. 

Cinque-ace, play the cinque from the five men 



BACK'GAME. 2^ 

placed in your adversary's tables, and play the ace 
from your adversary's ace-point 

Quatre-ace, play the quatre from the five men 
placed in your adversary's tables, and the ace from 
the men on your adversary's ace-point 

Deuce-ace, play the deuce from the five men 
placed in your adversary's tables, and the ace from 
your adversary's ace-point 

Hoyle gives the following example of a 

BACK-GAME. 

Suppose A to have two men upon his six-point 
in his own tables, three men upon his usual point 
in his outer table, two men upon the point where 
his five men are usually placed in his adversary's 
tables, five men upon his adversary's ace-point, 
and three men upon his adversary's quatre-point : 

And suppose B to have two men upon his six- 
point in his own tables, three men upon his usual 
point in his outer table, two men upon the point 
where his five men are usually placed in his ad- 
versary's tables, five men upon his adversary's ace- 
point, and three men upon his adversary's trois- 
point : 

Who has the fairest chance to win the hit ? 

A has, because he is to play either an ace, or a 
deuce, from his adversary's ace-point, in order to 
make both these points as occasion offers ; and 



24 BACKGAMMON, 

having the quatre-point in his adversary s tables, 
he may mare easily bring those men away, if he 
finds it necessary, and he will also have a resting 
place by the conveniency of that point, which at 
all times in the game will give him an opportunity 
of running for the hit, or staying, if he thinks 
proper ; — whereas B cannot so readily come from 
the trois-point in his adversary's tables. 

A CASE OF CURIOSITY. 

Let us suppose A and B place their men in the 
following manner for a hit :— 

Suppose A to have three men upon his six-point 
in his own tables, three men upon the usual 
point in his outer table, and nine men upon his ad- 
versary's ace, deuce, and trois-points, three men to 
be placed upon each point ; and suppose B's men 
to be placed in his own, and in his adversary's 
tables, in the same order and manner. 

The result is, that the best player ought to win 
the hit ; and the dice are to be thrown for, the 
situation being perfectly equal in A's and B's game. 

If A throws first, let him endeavor to gain his 
adversary's cinque-point ; when that is effected, 
.let him lay as many blots as possible, to tempt B 
to hit him ; for every time that B hits them will be 
in A's favor, because it puts B backward ; and let 
A take up none of B's men for the same reason. 



CALCULATION OF CHANCES. 25 

CRITICAL CASE FOR A BACK-GAME. 

Let US suppose A plays the fore-game, and that 
all his men are placed in the usual manner : 

For B s game let us suppose that 14 of his men 
are placed upon his adversary's ace-point, and i 
man upon his adversary's deuce-point, and that B 
is to throw : 

Which game is likeliest to win the hit ? 

A's is the best by 21 /or, to 20 against ; because, 
if B misses an ace to take his adversary's deuce- 
point, which is 25 to II against him, A is, in that 
case, to take up B's men in his tables, either singly, 
or to make points ; and if B secures either A's deuce 
or trois point, in that case A is to lay as many men 
down as possible, in order to be hit, that thereby 
he may get a Back-game. 

When you are pretty well versed in the game of 
Backgammon, by practising this Back-game you 
will become a greater proficient in the game than 
by any other method, because it clearly demon- 
^ates the whole power of the Back-game. 

CALCULATION OF CHANCES. 

In playing Backgammon, it is of course neces- 
sary that the amateur should know how many 
points he ought to throw upon the two dice, one 
%'ow with the other. 

The following demonstration of the chances is 



26 BACKGAMMON. 

given by Hoyle, and adopted by all succeeding 
writers on the game, simply because the matter, 
being one of fact, cannot be altered or improved: — 

On the two dice there are thirty-six chances. 

In these thirty-six chances there are the follow- 

]ing points, namely: — 

Points. 

2 aces 4 

2 deuces 8 

2 trois 12 

2 fours l6 

2 fives 20 

2 sixes 25 

6 and 5 twice 22 

6 and 4 twice 20 

6 and 3 twice 18 

6 and 2 twice 16 

6 and I twice 14 

5 and 4 twice 18 

5 and 3 twice 16 

5 and 2 twice .....*. 14 

5 and J twice 12 

4 and 3 twice 14 

4 and 2 twice 12 

4 and I twice lO 

3 and 2 twice lO 

3 and I twice 8 

2 and X twice 6 

Divided by 36)294(8 
288 



CALCULATION OF CHANCES. 27 

Thus we see that 294 divided by 36 gives 8 and 
a little more as the average throw with two dice. 
The chances upon two dice are : — 

2 sixes 

2 fives 

2 fours 

2 trois 

2 deuces 

*2 aces 

6 and 5 twice 2 

6 and 4 twice 2 

6 and 3 twice 2 

6 and 2 twice 2 

*6 and i twice 2 

5 and 4 twice 2 

5 and 3 twice 2 

5 and 2 twice 2 

*5 and I twice 2 

4 and 3 twice 2 

4 and 2 twice 2 

*4 and i twice 2 

3 and 2 twice 2 

*3 and i twice 2 

*2 and I twice 2 

To find out by this table what are the odds of 

being hit upon a certain or flat die, look in the 

table where thus * marked, 

*2 aces I 

*6 and i twice 2 

*5 and i twice. 2 



28 BACKGAMMON. 

*4 and I twice 2 

*3 and I twice 2 

*2 and I twice 2 

Total II 

Which deducted from.. 36 
The remainder is 25 

By this it appears that it is twenty-five to eleven 
against hitting an ace upon a certain or flat die. 

The like method may be taken with any other 
flat die, as with the ace. 

What are the odds of entering a man upon one, 
two, three, four, or five points } 

For. Against. 
To enter it upon I point is about 4 to 9 
tt 44 2 " ** 5 to 4 



«( 


" 3 


(( 




(« 


3 to I 


(t 


" 4 


(( 




<c 


8 to X 


(( 


" 5 


(( 




I< 


35 to I 


The odds against hitting with double dice are :— 










For 


. Against. 


To hit 


upon 7 


is 


about 


5 


to I 


•( 


** 8 






5 


to I 


<c 


" 9 






6 


to I 


C( 


*' 10 






II 


to I 


iC 


** II 






17 


to I 


(( 


** 12 






36 


to I 



To further explain how to make use of the table 
of '^(i chances, when at a loss to find the odds of 



CALCULATION OF CHANCES. 29 

being hit upon a certain or flat die, another example 
is added. By the following we find the odds of 
being hit upon a six : — 

Points. 

2 sixes I 

2 trois I 

2 deuces i 

6 and 5 twice 2 

6 and 4 twice 2 

6 and 3 twice 2 

6 and 2 twice , 2 

6 and i twice 2 

5 and I twice 2 

4 and 2 twice , 2 

Deduct this 17 from 36 — the number of chances 
upon two dice — and we have 19. From this table 
then, we find that it is 19 to 17 against being hit 
upon a 6. 



The odds of 2 love is about 5 to 2 
*' ** 2 to I " 2 to I 

** ** I love ** 3 to 2 

Here, then, we have the game of Backgammon 
as played in the politest circles. I trust I have 
made the method of playing it plain to the com- 
prehension of the reader. 



DRAUGHTS. 



CHAPTER I. 

INTRODUCTORY. 

The game of Draughts is decidedly scientific ; 
and though perhaps somewhat less so than Chess, 
is equally amusing and equally an exercise for the 
mind. It is governed entirely by calculation, and 
he who, by study and practice, becomes a good 
player at it, has really effected something more ; 
for he has schooled his intellect in a system of 
logical discipline, and accustomed himself to find 
recreation in a rational and interesting study — no 
slight ends, I take it. Chess is said to be more 
than four thousand years old ; but Draughts boasts 
a yet more remote ancestry, if we may believe its 
historians. The game of Draughts is to Chess 
what Arithmetic is to Algebra. Antiquarians agree 
in giving precedence, in point of age, to Draughts, 
on the ground that, among the New Zealanders and 
other savage tribes, the game is generally known. 



32 DRAUGHTS. 

Some, however, assert that it is the offshoot of 
Chess. It is, they say, the Chess of ladies. There 
would appear to be some truth in the argument ; 
for in nearly all the European languages. Draughts 
is called the Game of Ladies. With the French 
it is the '* Jeu des Dames''; the Germans, 
'' Damenspiel " ; the Italians, *'I1 Giuco delle 
Dame'' ; the Portuguese, '*0 Jogo das Damas" ; 
and so forth. In Gaelic there is but one word, 
**Taileasg," both for Chess and Draughts ; and the 
Scotch call the Draught-board a '' dam-brod, " prob- 
ably from the German ''Damenbrett, " or ladies' 
board. 

We have no authoritative record that Draughts 
was much practiced in Europe till the middle of 
the sixteenth century. In 1668 a treatise upon it 
was published in Paris by M. Mallet, a professor 
of mathematics. Nearly a century later, Mr. William 
Payne, also a teacher of mathematics, published 
his celebrated ''Introduction to the Game of 
Draughts" (London, 1756). In 1767 appeared *'A 
Companion for the Draught-player," by W. Painter. 
Until 1800 no other work on the game was issued 
by English writers, but in that year Joshua Sturges 
published his well known and most able work, 
*' The Guide to the Game of Draughts." J. Sinclair 
(Glasgow, 1832) was the next to issue a treatise on 
the game, and was the first of the Scottish school of 



INTROD UCTIOJSr. 



33 



writers and players who have done so much to 
popularize a scientific study of the pastime ; then 
followed J. Drummond's first edition (Falkirk, 
1838), andW. Hay (Stirling, 1838). In 1848 Mr. 
Anderson published, at Lanark, his first work, fol- 
lowed, in 1852, by his celebrated ''Second Edi- 
tion." 

It is played, on a board exactly like a Chess- 
board, by two players. The board is placed so 
that a double corner is at the right hand of the 
player. The following is a representation of the 




i 






M 






















WHJ^ 













Draught-Board, with the Men Arranged 
in their proper order. 



34 DRAUGHTS, 

It is unimportant whether the players choose the 
black or the white squares, so that the double 
corner is at the right hand. 

Each player has twelve men, which move in 
diagonal lines, and take by passing over the oppo- 
nent on to the empty square beyond. A man 
enabled to pass on to the last row of his adversary's 
side becomes a King, which has the power of mov- 
ing backwards as well as forwards. The game is 
over when one player succeeds in either taking all 
his adversary's men or in blocking them so that 
they cannot move. 

The instructions of Edmond Hoyle are so plain 
and satisfactory, that I give them, despite the 
necessity of repeating what I have already stated. 

''The players may place their men on either the 
black or white squares, but the whole of them 
must be placed on squares of one color only. In 
Scotland, the black squares are generally played 
on ; in England, the play is on the white ; conse- 
quently, in the former method, a white square in 
the corner of the board is left to the right hand, 
and by the latter mode a black one. The opera- 
tion of the game is very simple ; the ' men' are 
moved always diagonally, never sideways or 
straight forward, and only one square at a time. If 
one of the enemy's men stand in the way, no 
move can be effected, unless ther^ be a vacant 



INTRODUCTION. 35 

square beyond him, in which case he is leaped 
over; and being thus taken, is removed from the 
board. As the pieces can only be moved diago- 
nally, and one square at a time, there can be no 
taking until the antagonists have moved their men 
into close quarters; and in pushing the pieces 
thus cautiously forward at the opening, consists 
the chief art of the game — the grand object being 
to hem-in the enemy in such a manner that he can- 
not move his men. When the men of either oppo- 
nent have made their way to the opposite end of 
the board, either by taking or through an open 
path left by preceding moves, they receive in- 
creased power : they are then * crowned, ' which is 
performed by placing one of the enemy's captured 
men on the top of the piece which has penetrated 
to the enemy's first row of squares ; and thus 
*■ crowned ' the piece may be moved backwards as 
well as forwards — but still diagonally only, and 
one square at a time. To get a man 'crowned' 
is therefore of the first importance, as the more 
pieces either player has thus invested with the 
privilege of backward or forward movement, the 
greater are his chances of beating his adversary's 
men off the board and winning the game. " 

In brief, the men move one square at a time, 
and take in the direction in which they move, 
either right or left, by jumping over any adverse 



36 DRAUGHTS. 

piece or pieces that may lie immediately in their 
path with a white square behind. Arrived at the 
last squares on the adversary's side, the men be- 
come Kings, and are crowned by placing one man 
on the top of the other. Kings take and move 
either forward or backward. 



THE MOVES. AND METHOD OF NOTATION. 37 



CHAPTER II. 

THE MOVES, AND THE METHOD OF NOTATION. 

For the convenience of noting the moves of the 
game, it has been agreed among modern players 
to number the white squares from i to 32 in the 
following manner : — 




The Board Numbered. 
This system of numbering does not necessarily 



38 DRAUGHTS. 

take place on the board itself, but is rather employed 
for the purpose of enabling the players to note the 
moves on paper, and to play without seeing the 
board. 

The moves of the pieces — we repeat ourselves, 
in order that the student may remember fully the 
preliminaries of the game — are all made in one 
direction — diagonally forward, one square at a time, 
A King, however, can move forward or backward 
at pleasure. All the pieces move on one colored 
square. Thus, if you play on the white you must 
keep on the white. 

The pieces are captured by jumping over to the 
vacant square beyond, and nut by assuming the 
place of the man taken, as in Chess ; the captured 
piece is then removed from the board. 

On arriving at its eighth square on the opposite 
side of the board from which it started, the man 
is crowned, and becomes a King ; the operation of 
crowning is very simple — one piece being placed 
on the top of the other. 

A man or King can take one or more men or 
Kings that may be en prise ; that is to say, if there 
be a vacant square beyond each piece captured. 

The game is won by either taking all your ad- 
versary's men, or by blocking them in such a way 
as that they cannot move without being taken, or 
have no squares in which to move. 



THE MOVES, AND METHOD OF NOT A TION 39 

Each player moves alternately ; the first move in 
the game being usually determined by choice of 
color. It is common for black to play first, and 
to change the men with each game. 

Let us now, in order to more fully show the 
modus operandi^ pl^y ^ short game, or, rather, part 
of one. 

The players determine by lot which shall have 
the first move. After the first game, the first move 
is taken in rotation, it being usual for the first move 
to be made with the black, the board being turned 
for this purpose. 

Black plays a mail from square 11 to square 15 ; 
which White answers by playing a man from square 
22 to 18. Black jumps over to square 22, takes 
the man, and removes it from the board ; and the 
game proceeds thus, the moves in which a piece is 
taken being marked by a star.* 

The first moves were — 



Then 



Blacl( 


k* 


II to 


15 


15 to 


22* 


8 to 


II 


4 to 


8 


12 to 


16 



White* 
22 to 18 

25 to 18* 

29 to 25 

25 to 22 
24 to 20 



4d DRAUGHTS, 

8 to 12 21 to 17 
This move ought to lose White the game. 

9 to 14 18 to 9* 
5 to 21* 

You see that White loses two pieces for one, and 
has a bad position. 

28 to 24 
3 to 8 32 to 28 (bad) 

ID to 14 22 to 18 

1 to 5 - 18 to 9* 

5 to 14* 26 to 22 

6 to 10 31 to 26 
10 to 15 22 to 17 

7 to 10 17 to 13 

2 to 6 

This move stops White's advance to king. 

26 to 22 
15 to 19 24 to 15* 

10 to 26* 30 to 23* 

Though this is only an exchange of two for two. 
Black is enabled presently to make a king. 

14 to 17 22 to 18 

21 to 25 . i8 to 15 

11 to 18* 20 to 4* 

Taking two pieces and making a king. 



THE MO VES, AND ME THOD OF NO TA TION. 41 

18 to 22 23 to 19 

22 to 26 27 to 24 

26 to 31 

Making a king, which speedily becomes effective. 

24 to 20 (a) 
25 to 30 

becoming a king 20 to 16 

30 to 27 16 to n 

27 to 24 19 to 15 

24 to 19 

And Black wins the man and the game. 

(a. ) Suppose instead of playing 24 to 20, White 
plays 19 to 15, it will be found that he equally 
loses the game. 19 to 15 

31 to 27 24 to 20 
17 to 22 15 to II 
22 to 25 II to 7 

25 to 29 

becoming a king 7 to 2 

also becoming a king. 
6 to 10 2 to 6 

10 to 15 6 to 10 

15 to 18 28 to 24 

And now, if White play carefully, he can draw 
the game, with two kings against two. 



This system of notation will enable any ono 



42 DRAUGHTS. 

thoroughly learning it to play a game without see- 
ing the board. This is by no means difficult. I 
have seen a player engage in half a dozen games 
simultaneously without the board. In Draughts, 
as well as in Chess, this is a mere effort of memory, 
and is by no means necessary to good play. 



NAMES OF THE GAMES^ ETC. 43 



CHAPTER III. 

NAMES OF THE GAMES, OR OPENINGS, AND HOW FORMED. 

1. The *' Ayrshire Lassie,** counting the play on both sides, 
is formed by the first four moves : — 11-15, 24 20, 8-1 1, 28 24. 

2. The *' Bristol " is formed by the first three moves : — ii- 
16, 24 20, 16-19. I^ '^^s s^ named in compliment to the players 
of that city for services rendered to Mr. Anderson. Other 
authors, however, give the name ' ' Bristol * ' to all games pro- 
ceeding from Black's first move, 11-16. 

3. The "Cross" is formed by the first two moves : — 11-15, 
23 18. It is so named because the second move is played across 
the direction of the first. 

4. The ' ' Defiance ' ' is formed by the first four moves : — 
1 1 -1 5, 23 19, 9-14, 27 23. It is so named because it defies or 
prevents the formation of the '* Fife " game. 

5. The "Double Corner" is so named from its first move — 
9-14 — being from the one double corner toward the other. 
Although Anderson mentions the game in his list of the stand- 
ard openings, he published no play upon it. Every variation 
in this edition, therefore, has an asterisk at it. 

6. The " Dyke " is formed by the first three moves : — 11-15, 
22 17, 15-19- The name has probably arisen from the observed 
resemblance of many of the positions in this game to a "dyke " 
{i. ^., a fence or stone wall), for at various stages the pieces are 
frequently formed into straight lines. 



44 DRAUGHTS. 

7. The *'Fife'* is formed by the first five moves : — ii-ij, 
23 19, 9-14, 22 17, 5-9. It has been so called since 1847, when 
Wyllie, hailing from Fifeshire, played it against Anderson. 

8. The "Glasgow" is formed by the first five moves: — 
11-15, 23 19, 8-1 1, 22 17, 1 1-16. It has been generally known 
by this name since Sinclair, of Glasgow, played it against 
Anderson at their match in Hamilton in 1828. 

9. The ' ' Laird and Lady ' ' is formed by the first five moves : 
— 11-15, 23 19, 8-1 1, 22 17, 9-13. It was so called from the 
fact of its having been the favorite of Laird and Lady Gather, 
who resided in Cambusnethan, Lanarkshire. 

10. The "Maid of the Mill" is formed by the first five 
moves :— 11-15, 22 17, 8-1 1, 17 13, 15-18. It was so named in 
compliment to a miller's daughter in Lanarkshire, who was an 
excellent player, and partial to this opening. 

11. The "Old Fourteenth" is formed by the first five 
moves: — 11-15, 23 19, 8-11, 22 17, 4-8. It was so named 
through being familiar to players as the 14th game in Sturges' 
original work. 

12. The " Second Double Corner " is formed by the first two 
moves: — 11-15, 2419. Like the "Double Corner," it is so 
named because the first move of the second player is from the 
one double corner toward the other. This opening appeared 
in Anderson's first edition under the very inappropriate name 
of the "Invincible." 

13. The " Single Corner " is formed by the first two moves : 
— 11-15, 22 18. It is so named from the fact of each of these 
moves being played from one single corner toward the other. 

14. The " Souter " is formed by the first five moves : — II-15, 
23 19, 9-14, 22 17, 6-9. The game has been known by this 



NAMES OF THE GAMES, ETC, 45 

name amongst players in Scotland for many years, and was so 
named owing to its being the - favorite of an old Paisley shoe- 
maker {Scottice^ souter). 

15. The "Whilter'' is formed by the first five moves: — 
II-15, 23 19, 9-14, 22 17, 7-11. There was no play published 
on this opening previous to its appearance in Anderson's first 
edition. "Whilter" or " Wholter '' (in Scotch) signifying an 
overturning, or a change productive of confusion, is remarkably 
applicable to many of the unexpected changes which occur in 
this game. 

16. The **Will o' the Wisp " is formed by the first three 
moves: — 11-15, 23 19, 9-13. It was so named by Mr. G. 
Wallace, of Glasgow, from the peculiarity of some of the va- 
riations, where the player finds to his loss he has been pursuing 
an ignis fatuus. 

We need scarcely remark that the games formed by an odd 
number of moves refer to the first side, while those formed by 
an even number refer to the second. For instance, if one says 
that he played the ' ' Ayrshire Lassie, " * ' Defiance, " " Cross, ' ' 
** Second Double Corner," or "Single Corner" against his 
opponent, we at once understand that he played the second 
side of the games. 



46 DRAUGHTS. 



CHAPTER IV. 

STANDARD LAWS OF THE GAME. 

The established rules of the game of Draughts 
are few, and easy to remember. If my readers 
will carefully follow the directions I now give 
them, they will soon become acquainted with all 
that the best players acknowledge as leading 
rules. The paragraphs within brackets are merely 
explanatory. 

1. The Stardard Board must be of light and dark squares, 
not less than fourteen and one-half inches nor more than sixteen 
inches across said squares. 

2. The Standard Men, technically described as Black and 
White, must be light and dark (say Red and White or Black 
and White), turned, and round, not less than one and one- 
eighth inch, nor more than one and one-foiu*th inch in diameter. 

3. The board must be placed so that the White double comer 
is at the right hand of the player. 

[This is important, as all the games are given on this pre- 
sumption. Otherwise, it is of no consequence on which 
colored squares you play.] 

4. The first move of each game must be taken alternately by 
each player, whether the last be won or drawn. 

[The usual plan is for the Black to move first. This Is simply 



STANDARD LAWS OF THE GAME. 47 

done by changing the men. The player who had Black in 
the first game will have taken White pieces, which he pro- 
ceeds to arrange for the second game, and so on.] 

5. Pointing over the board, or using any action to interrupt 
the opponent in having a full view of the game, is not allowed. 

[There is no penalty for this practice ; but the fact that it is 
disagreeable and ungentlemanly, ought to be sufficient to 
deter any player.] 

6. It is optional with the player either to allow his opponent 
to stand the huff, or to compel him to take the offered piece. 

[ ' '- Standing the huff ' ' is when the player has a piece offered 
to him and he refuses to take it, but makes another move. 
His opponent then removes the man that should have 
played from the board , and makes his own move. ] 

7. If either player, when it is his turn to play, hesitate to 
make his move for more than five minutes, his opponent may 
call upon him either to move or resign the game. A delay of 
another minute in moving loses the game. 

[This is the rule ; but it may, of course, be varied by consent 
of the players. ] 

8. Neither player is allowed to quit the room during the 
progress of a game without his opponent's consent. 

9. In the losing, equally with the winning game, it is com- 
pulsory upon the player to take all the men he can legally take 
by the same move. On making a King, however, the latter 
must remain on his square till a move has been made on the 
opposite side. 

10. When there is only one way of taking one or more pieces, 
**Time " shall be called at the end of One Minute ; and if the 
move be not completed on the expiry of another minute, the 
game shall be adjudged as lost through improper delay. 

11. Either player is entitled, on giving intimation, to arrange 



48 DRAUGHTS, 

his own or his opponent's pieces properly on the squares. 
After the first move has been made, however, if either player 
touch or arrange any piece without giving intimation to his 
opponent, he shall be cautioned for the first offence, and shall 
forfeit the game for any subsequent act of the kind. 

12. After the pieces have been arranged, if the person whose 
.turn it is to play touch one, he must either play it or forfeit the 

game. When the piece is not playable^ he is penalized accord- 
ing to the preceding law. 

13. If any part of a playable piece be played over an angle of 
the square on which it is stationed, the play must be completed 
in that direction. 

14. When taking, if a player remove one of his own pieces, 
he cannot replace it ; but his opponent can either play or insist 
on his replacing it. 

15. When a small number of men only remain in the game, 
the player having the minority of pieces, may call upon his 
opponent to win in fifty moves, or declare the game drawn. 
With two Kings opposed to one, the game is declared drawn, 
unless it be won in, at most, twenty moves. 

[This, again, is a rule for expert players. With amateurs it 
is not well to act upon it witn severity. With two men 
against one, however, it is always easy for the player with 
the superior number to drive his opponent into the double 
comer ; and, when he is there, to win the game in, at 
most, eight moves.] 

16. All disputes are to be decided by the majority of the per* 
sons present. 

17 A false move must be remedied, or the game is lost. 

18, The player who refuses to abide by the rules, loses the 
game. 



A FEW HINTS TO FLA YEFS. 49 

A FEW HINTS TO PLAYERS. 

It is judicious to keep your men towards the 
centre of the board, in the form of a pyramid. Be 
careful to back up your advanced men so as not to 
leave a chance of your opponent taking two for one. 
A man on a side square is deprived of half his 
offensive power. 

Be careful to look well over the board before 
making your move ; but let not your caution de- 
scend to timidity. Resolve the consequences of 
every move before making it. 

Never touch a man without moving it. 

Avoid the inelegant act of pointing with your 
finger across the board. Determine on your move, 
and make it without hesitation. 

Avoid conversation that is likely to be annoying 
or confusing to your adversary. If you prove the 
conqueror, endeavor to act the part of a noble one, 
and triumph not over a fallen enemy. Even when 
often defeated, let your loss act rather as a spur to 
increased care, watchfulness, and practice, than as 
a provocative of ill-blood. 

He who abandons the game, loses it. 

Keep your temper. 



50 DRAUGHTS. 

A correspondent writes: — **In playing with 
some friends of mine, I have often met with cases 
of cowardly play ; by which I mean their giving 
man for man, when they have more men than my- 
self. Please state whether you consider it cowardly 
or not, and if there is a rule against so doing. It 
requires little science to play in that manner ; and 
if it is lawful to play so, I think it spoils the game ; 
but kindly enlighten me a little on this point." — It 
is not cowardly to give man for man when you are 
a piece a-head ; but it is considered the high game 
not to do so. There is no rule against the practice 
of *" manning ; '' and if there were, it could not be 
carried out, because in some situations it is almost 
impossible to win when you have advantage of a 
piece without reducing your adversary to a single 
man. Then you drive him into the double corner 
and beat him in a regular number of moves. 

General rules for manning cannot well be given, 
seeing that each game necessarily differs in many 
important respects. The young player will do 
well, however, to remember that it is better to 
keep his men in the middle of the board than to 
play them to the side squares, when half their 
power is lost. The advice of Sturges, whose work 
is the foundation of all that has been written on the 
game since the beginiiing of the present century, 
may be safely followed. He says : — "When you 



A FEW HINTS TO PLAYERS. 51 

have once gained an advantage in the number of 
pieces, increase the proportion by exchanges ; but 
in forcing them, take care not to damage your 
position. Accustom yourself to play slowly at first, ^ 
and, if a beginner, play w^ith those who agree to 
allow an unconditional time for the consideration 
of a difficult position. Never touch a man without 
moving it, and do not permit the loss of a few 
games to ruffle your temper, but rather let contin- 
ued defeat act as an incentive to greater efforts both 
of study and practice. When one player is de- 
cidedly stronger than another, he should give odds, 
to make the game equally interesting to both. 
There must be a great disparity indeed if he can 
give a man, but it is very common to give one man 
in a rubber of three games, the superior player 
engaging to play one game with 1 1 men instead of 
12. Another description of odds consists in giving 
the drawn games ; that is, the superior allows the 
weaker player to reckon as won, all games he 
draws. Never play with a better player without 
offering to take such odds as he may choose to 
give. If, on the other hand, you find yourself 
superior to your adversary, that you feel no in- 
terest in playing— offer him odds, and should he 
refuse, cease playing with him unless he will play 
for a stake ; the losing which, for a few games in 
succession, will soon bring him to his senses. 



52 DRAUGHTS. 

Follow the rules of the game rigorously, and com- 
pel your antagonist to do the same ; without which, 
Draughts are mere child's play. If you wish to 
improve, play with better players, in preference to 
such as you can beat ; and take every opportunity 
of looking on when fine players are engaged. 
Never touch the squares of the board with your 
finger, as some do, from the supposition that it as- 
sists their powers of calculation ; and accustom 
yourself to play your move off when you have 
once made up your mind. " 

STANDING THE HUFF. 

With many players, some uncertainty appears 
to exist on the subject of *' Standing the Huff." 
There should be no misunderstanding on this point, 
as it is of importance that the player offering the 
piece should be allowed all the advantages arising 
from his skill and ingenuity. 

The following, from the valuable treatise of 
Sturges, as revised by Walker in 1835, and ad- 
mitted by all good players, sets the matter in a very 
clear light. 

*'In the case of standing the huff, it is optional 
on the part of the adversary, to take the captur- 
ing piece, whether man or King, or to compel you 
to take the piece or pieces of his, which you 



STANDING THE HUFF. 53 

omitted by the huff. The necessity of this law- 
is evident, when the young player is shown that 
it is not unusual to sacrifice two or three men in 
succession, for the power of making some decisive 
' coup! Were this law different, the players might 
take the first man so offered, and on the second's 
being placed * en prise, ' might refuse to capture, 
and thus, by quietly standing the huff, spoil the 
beauty of the game, which consists in brilliant re- 
sults arising from scientific calculation. It should 
be observed, however, that on the principle of 
* touch and move,' the option ceases the moment 
the huffing party has so far made his election as to 
touch the piece he is entitled to remove. — After a 
player entitled to huff has moved without taking 
his adversary, he cannot remedy the omission, un- 
less his adversary should still neglect to take or to 
change the position of the piece concerned, and so 
leave the opportunity. It does not matter how 
long a piece has remained ' en prise '/ it may a1 
any time either be huffed or the adversary be com- 
pelled to take it. — When several pieces are taken 
at one move, they must not be removed from the 
board until the capturing piece has arrived at its 
destination ; the opposite course may lead to dis- 
putes, especially in Polish draughts.— The act of 
huffing is not reckoned as a move ; *a huff and a 
move ' go together." 



54 DRAUGHTS, 

Thus it will be seen that the adversary must take 
the piece offered, if the player insists on his so 
doing. The usual plan is to offer the piece and say, 
''Take that,'' after which the huff is not allowed 
among players of reputation. 

WINNING WITH THREE KINGS TO TWO. 

It has often been a question with players, whether, 
towards the end of a game, when one player was 
left with a man more than his opponent, it was al- 
together honorable to give man for man. Now, as 
there is nothing contrary to rule in this practice, so, 
I think, there can be nothing in it that can be said 
to be unfair. Indeed, it is sometimes almost impos- 
sible to finish the game without exchanging men. 
In some situations the player with two Kings can 
so move them as to render the winning of the 
game by his opponent with three Kings, impracti- 
cable. Obviously, therefore, the proper plan is, for 
the player with the superior force to reduce his ad- 
versary to a single King, drive him into the double 
corner, and win. This is very easy. Remember- 
ing the position of the board, with the white square3 
marked from i (at the left-hand upper corner) to 32 
(the right-hand lower white square), we will sup- 
pose that Black has a single King in square 28 ; the 



WINNING WITH THREE KINGS TO TWO, 55 

White then brings up his men so as to occupy the 
squares 23 and 19. He then moves — 



Black. 


White. 


23 to 27 


28 to 32 


19 to 23 


32 to 28 


27 to 32 


28 to 24 


32 to 28 


24 to 20 


23 to 18 


20 to 16 


18 to 15 





Black then moves either to square 20 or 12. In 
either case White moves to square 11, when Black's 
next move must be his last, as he must move into 
a square commanded by one of his opponent's 
pieces. Thus it will be seen that the single man 
can always be driven out of the double corner and 
beaten in from seven to fifteen moves, no matter in 
what part of the board the two Kings may happen 
to be. The grand principle is, to bring up your 
men to the two squares in front of the double 
corner with only one vacant square on each line 
intervening. From that position the superior force 
can, as we have seen, win the game, in seven 
moves, whether he has the move or not. 

Now let me advise those of my friends who are 
anxious to arrive at the honor of being considered 
good players, to study the position of the numbered 



$6 DRAUGHTS. 

board. They will thus become so familiar with 
the notation as soon to be able to play the printed 
games without even feeing the board. 



TO KNOW WHEN YOU HAVE * ' THE MOVE. " 



The best and easiest method of ascertaining when 
you have the move has been stated by Mr. Martin, 
a player of great skill. To know when you have 
the move is a matter of considerable importance, 
especially towards the end of the game. In criti- 
cal situations the possession of the move enables 
you to force the game and win. But if it happen 
that your own men are in a confined and cramped 
position, the knowledge as to which player will 
have the last move in the game is of little moment 
This is a plan of discovering the player with the 
move : — Count all the pieces, both black and 
white, which stand on the columns — not the diag- 
onals — which have a white square at the bottom. 
If the number be odd, and White has to play. 
White has the move : if the number be even. Black 
has the move. 

Another method, which holds good, like the 
foregoing, with any number of men, is this : — If 
you desire to know whether any piece of yours 
has the move of any piece of your adversary's, you 
must examine the position of both. If '^ou find a 



TO KNOW WHEN YOU HA VE ** THE MOVE:' 57 

black square on the right angle under his man, 
you have the move. The most familiar example 
usually given by players is that quoted by Painter, 
who, in 1767, brought out a revised edition of 
Payne's Treatise on Draughts. And, by the way, 
Payne's book was probably founded on that of M. 
Mallett, a Parisian professor of mathematics, who 
a century earlier wrote a highly ingenious work on 
the game. Suppose you have a White man on 
square 30, and your opponent to have a Black man 
on square 3 ; in this position it will be seen that 
the right angle is in a black square between 3 1 and 
32, directly under his man ; consequently you have 
the move. Had your man been on square 29, the 
right angle would have been found on the black 
square between 30 and 31; or if it had been on 
square 31 the right angle would have fallen on the 
black square at the right-hand corner of the board, 
and the move would have been with your ad- 
versary. 

There is yet another method. In order to know 
if you have the move, you must count the men 
and the squares. If the men are even and the 
squares odd, or if the squares are even and the men 
odd, you have the move ; with even squares and 
even men, or with odd squares and odd men, the 
move is with your antagonist. See this diagram : — 



58 



DRAUGHTS. 




We reckon the square thus — From the White king 
on square 26 to the Black king on 28, the white 
squares are odd and the men even. From the 
White man on 32 to the Black man on 19 the 
squares are again odd ; then which has the move ? 
It will be seen that though the men are even, two 
to two, the squares are five in number — odd. In 
the giving of man for man it is very important to 
know with which player the move lies, as that 
often determines the game ; or in driving a man 
into a corner — as with three kings to two — you 
cannot give well the exchange without you have 
the move. 
The player who begins the game certainly has 



TO KNOV/ WHEN YOU IIA VE " THE MOVE:' 59 

not the move, the men and the squares being both 
even ; but though the second player has the move, 
it is no manner of advantage to him at that period 
of the game. While the players continue to give 
man for man, the move belongs alternately to each, 
the one having it with an odd number of men — 11, 

9, 7, 5, 3, I ; the other with an even number — 12, 

10, 8, 6, 4, 2. Till some mistake be made by one 
or other of the players, the move cannot be forced. 



The ultimate fate of the game cannot be affected 
by the first move if it is made towards the centre 
of the board ; but in the subsequent moves, if the 
game is not opened well, it must or ought to be 
lost. No bystander should be allowed to interfere, 
even if he sees a false move. Above all, the young 
player is recommended to use caution with prompt- 
itude, and decision with courtesy. 



6o DRAUGHTS. 



CHAPTER V. 

- Anderson's theory of the move and its changes 

PRACTICALLY EXPLAINED AND ILLUSTRATED. 

When the men are so situated that, in the ordinary course of 
the play, you can force your opponent's pieces into a confined 
position, you have what is technically termed **the Move/' 
*^The Move" in many positions wins the game, in others it 
enables a draw to be secured, while in some instances, from 
the peculiarity of the situation, the player having the move 
loses the game. Hence the importance of the knowledge 
which enables one to judge whether or not he should seek to 
gain " the Move." 

The Move. 

To have the move, signifies the occupying of that position on 
the board, which (in playing piece against piece, without regard 
to the others, till one square intervene between the pieces in 
each pair), will eventually cause the player who occupies that 
position to have the last play. 

Calculation of the Move. 

For convenience, the squares of the board are divided into 
two systems of four columns each. The columns of one system 
are those reckoned upward from Black's crown-head — that is, 
from the squares numbered I, 2, 3, 4. The columns of the 
other system are those reckoned downward from White's 
crown-head — that is, from the squares numbered 29, 30, 31, 32. 

Reckoning upward^ the squares i, 9, 17, 25 — 2, 10, 18, 26 — 
3, II, 19, 27 — ^4, 12, 20, 28 — form the columns of one system ; 



ANDERSON'S THEORY. 



6i 



and reckoning downward^ squares 29, 21, 13, 5 — ^30, 22, 14, 6 — 
31, 23, 15, 7 — ^32, 24, 16, 8 — form the columns of the other 
system. The following may more clearly show what is meant 
by two systems — the figures in ordinary type showing the 
columns of one system, and those in heavier type the columns 
of the other. 




The columns of each system being situated alternately between 
those of the other, it is evident that one system is the reverse of 
the other. 

When the two players have an equal number of pieces, \i is 
obvious that the total number of pieces must always be even. 

Now, as an even number can only be divided into two even or 
two odd numbers, it is clear that if the pieces be counted in each 
of the two systems separately, the numbers will in the two cases 
be both even or both odd. 

In the course of the play each move will be out of one system 



62 



DRAUGHTS. 



into the other, and will therefore make one system count one 
more, and the other one less; so that if both systems were before 
odd, they will now be both even, and after another move they 
will again be both odd, and so on alternately, according to the 
player whose turn it is to play. 

To know if you have the move WHEN IT IS YOUR TURN TO 
PLAY, apply the followi7ig rules : — 

Rule I. — Add together all the pieces, both Black and White, 
in either system of squares, and ii their sum is odd you have the 
move ; but if even, your opponent has the move. 

As an illustration, take the toilowing position : — 




You play Black, and have the move, because either system 
contains an odd number of pieces ; one contains one, the other 
three. (To aid the beginner in mastering the idea of the two 
systems into which the board is divided, we have distinguished 
the one system from the other by a series of dots.) 



ANDERSON'S THEORY, 



63 



Abbreviation of the Rule. 

Add together all the single pieces and all the single vacant 
squares on the rows of either system, and H their sum is odd, 
you have the move : but if even, you have not. 

Let it be observed that you will find the single pieces only on 
such rows of the set as contains one piece ; and the single vacant 
squares only on such as contain three pieces. You omit all 
rows of the set which contain two or four pieces, because an 
even number does not affect the result. In using this shortened 
form of the rule, you will never count more than one on any 
given row ; and three will be the greatest number in the whole 
set when you have the move, and four when you have not. 

To have the move is often an advantage, though to have it in 
some cases may occasion the loss of the game. 

As an illustration, take the following position ; — 




64 DRAUGHTS. 

You play White first, and have the move, but lose the game, 
through Black forcing your man on 9 into 5— a confined posi- 
tion. The Black king has then the move on your king, though 
|you have the move if all the pieces are counted. 

An exchange usually alters the move ; consequently, when 
you wish to obtain the move, make such an exchange as will 
alter it. 

Take the following position as an illustration :— Place Black 
men on 13 and 17, and White men on 26 and 30. You play 
Black and have not the move ; but play 17-22, White takes 26 
17, you retake by 13-22, and gain the move. 

In every single exchange of one for one, when only one of the 
capturing pieces remains on the board, the move is changed. 

To find what kind of exchanges do, or do not change the 
move, apply the following rules : — 

Rule II. — ^When the sum of the capturing pieces is even and 
in reverse systems, and the captured pieces are odd on each side, 
the move is changed ; but if the capturing pieces are in the same 
system, the move is not changed.* 

Place the following as an illustration : — Black man on 11 and 
king on 26 ; White man on 22 and king on 7. You play White 
first and have not the move ; take 7 16, Black takes 26-17, and 
you gain the move, because the capturing piece on 7 is in reverse 
system to the capturing piece on 26. Place also the following : — 
Black man on 15 and king on 26 ; White man on 22 and king 
on 10. You play White first and have not the move. Take 10 
19, and Black takes 26-17, ^Jid this exchange does not change 
the move, because the capturing piece on 10 is in the same sys- 
tem as the capturing piece on 26. 

* !ifou must apply the rules at the squares the pieces capture and are cap» 
tured from. 



THE LOSING GAME. 65 

Rule III. — When the sum of the capturing pieces is even and 
the captured pieces are even on each side, the move is not 
changed. 

Rule IV. — When the sum of the captiu-ing pieces is odd and 
the captured pieces are even in each system, the move is 
changed ; but if the captured pieces are odd the move is not 
changed. \ 

As a summary of the illustrations of the exchanges which do 
or do not change the move, the following will be found of uni- 
versal application in the most complex positions ; — 

Rule V. — ^Add together all of the capturing pieces in both 
systems, and if they are the same as the captured pieces in each 
system (that is, both odd or both even), the move is not changed; 
but if they are reverse to each other (one odd and the other 
even), the move is changed. 

THE LOSING GAME. 

A very pleasing variety in Draughts is made by 
playing what is called the Losing Game. He who 
first loses all his men wins the game. This losing 
your men is not so easy as might at first sight ap- 
pear. The secret of success lies, however, in a 
very simple series of moves. What you have to 
do is, to open your game by giving piece for piece 
for the first three or four moves, and then open 
your back squares, and leave spaces between them 
and the advanced pieces, so as to enable you at a 
favorable opportunity to give two men for one. 



66 DRAUGHTS. 

Having lost a man more than your opponent, be 
careful to retain that advantage by giving man for 
man. But you must not be too anxious to crown 
your men, or to pass the squares protected by your 
opponent's pieces. If you do, he will presently 
regain his loss, and perhaps turn the tables upon 
you. Sometimes it will happen that with a single 
King you can compel your adversary to give up 
piece after piece till you find yourself able to offer 
yourself as a sacrifice and win. In the Losing 
game you must take the piece offered, and he who 
refuses it loses the game, of course. There is no 
such thing as standing the huff in the Losing 
Game. 

In the Losing Game it is well to gain the side 
squares ; as, when your opponent advances, as he 
must after a while, you are enabled to offer your 
men with the certainty of losing them. All pieces 
that can be taken must be taken. Great care is 
necessary in order to keep the move, for the player 
who has it ought always to win. 



ELEMENTARY POSITIONS. 



67 



CHAPTER VI. 

BLBMENTARY POSITIONS. 

FIRST POSITION. 

WHITE. 




BLACK. 

Black to play and win. 



27-32 

8 II 


10- 6 
5 I 


15-18 
17 13 


I 


5 9 
10-15 


2 






32-27 


14-10 


18-15 


30 25 


2-95 


9 H 


11 7 


« 5 


9 14 


23-18 


15-18 


I- 5 


27-23 


6- I 


I- 5 


10 6 


5 9 


21 17 


7 10 


5 9 


14 17 


18-14 


i- 5 


5- I 


22-26 


»- S 


S-15-10 


6 1 


9 6 


17 13 


1-/0 6 


9 13 


17 22 


26-30 


18-15 


I- S 


26-31 


10-14 


10-14 


25 21 


21 17 


14 17 


6 9 


13 9 


22 25 


30 25 


5- I 


15-10 


3»-26 


14-18 


5 1 


i 5 


6 9 




9 6 


9 6 


25 22 


25 22 


15-18 


Same as 


26-22 


18-15 


I- 6 


5 I 


9 5 


trunk at s* 


6 10 


30 25 


22 25 


22-18 


18-22 




23-18 


15-18 


6-10 


I 5 


17 14 


B. wins. 


10 6 


6 10 


25 22 


18 15 


I- 6 




18-14 


5- I 


10 15 


5 1 


5 ' 




6 I 


25 21 


22 25 


15-10 


6- 2 




22-18 


'- 5 


15 18 


I 5 


i 5 




I 6 


10 6 


25 21 


10 6 


22-17 




18-15 


18-15 


18-22 


5 I 


14 9 




6 I 


31 17 


B. wins. 


14-10 


17-14 




15-10 


5 i 




I 5 


B. wins. 




I 5 


6 9 




6 1 







68 



DRAUGHTS. 



SECOND POSITION. 

WHITE. 




BLACK. 

Black to play and win. 





i- 5 


27-31 


[ 27-24 


f 18-14 






8 II 


32 28 


32 28 


4 8 






5- 9 


31-27 


24-19 


9- I 






II 15 


28 32 


28 32 


8 II 






9-14 


27-23 


19-15 


14- 9 






15 11 


32 28 


32 28 


n 6 






14-18 


23-18 


15-10 


l-IO 






II 16 


28 23 


28 24 


11 16 






18-15 


18-14 


10- 6 


10-15 






16 20 


24 19 


24 19 


16 20 






15-11 


6-to 


14-10 


J5-'9 






20 24 


19 23 


19 24 








3- 7 


10-15 


10-15 


B. wins 






24 19 


23 27 


24 28 








7-10 


15-19 


15-19 








19 23 


27 32 


28 32 








10-15 


19-24 


19-24 








23 27 


32 28 


32 28 








15-19 


24-27 


11-16 








27 32 


28 24 


28 19 








19-24 


27-32 


16-23 








32 28 


24 28 


12 8 








24-27 


32-27 


23-18 








28 32 J 


28 32 J 


8 4 J 







ELEMENTARY POSITIONS. 



69 



THIRD POSITION. 

WHITE 




BLACK. 

Black to play and win. 



13- 9 
22 18 


27-23 
3-22 25 


I 


2 


3 


4 










9-6 


2- 7 


14 18 


14 17 


14 !0 


22 18 


18 22 


25 22 


5- 9 


5- 9 


23-19 


23-27 


6- I 


7-n 


18 23 


A-17 21 


10 14 


18 22 


1-22 18 


4-22 25 


I- 6 


9^14 


19-^5 


II-IS 


2 1-25 


ii-iS 


23 26 


18 9 


14 9 


22 26 


3-18 15 


25 22 


6-10 


I- 5 


15-10 


27-24 


1- 6 


23-27 


26 30 


21 30 


B. wins. 


26 22 


14 17 


22 26 


10-15 


5-M 




24-20 


6- 2 


27-24 


30 26 


30 26 




22 26 


17 14 


26 22 


'5-19 


14-18 




20-16 


25-22 


24-20 


26 30 


B. wins. 




26 22 


15 10 


22 26 


19-23 






16-12 


22-26 


20-16 


22 26 


A 




B. wins. 


14 18 


26 22 


23-18 


i8 15 






5- 9 


16-12 


26 31 


25-21 






10 6 


22 26 


18-22 


17 22 






9-13 


12- 8 


31 27 


21-17 






6 10 


26 22 


21-17 


22 6 






26-3 r 


8-3 


27 3« 


„ '.-^9 






10 14 


14 9 


.> ^'^ 


B. wins. 






31-27 


15-10 


B. wins. 








18 22 


B. wins. 











70 



DRAUGHTS. 



FOURTH POSITION. 

WHITE, 




BLACK. 

Black to play and win. White to play and draw. 







B. to play. 


W. to play. 








28-24 
32 28 
24-20 
28 32 
22-18 
31 27 
23-19 
27 31 


31 27 
23-19 
27 31 
19-24 

32 27 
24-20 

27 32 
22-18 








19-24 
32 27 
24-28 

27 32 

18-22 


31 27 
28-24 
27 31 
18-23 
31 26 










3' 27 
22-26 


Drawn. 










30 23 
28-24 












p.. wins. 









ILLUSTRATIVE GAMES. 71 



CHAPTER VII . 

ILLUSTRATIVE GAMES. 

In the following games the notation shown on 
page 13 is observed. Of course it will be under- 
stood that the moves are not always the very best 
that could be made ; otherwise the first player 
would always be the winner. But by the study 
of them the young player will soon discover the 
reasons for the several combinations displayed. 
Each game is capable of many variations ; and 
each variation in some measure alters the result. 
In Draughts, as in Chess, the different styles of 
opening the games lead to different styles of play. 

Game I. 



Black. 


White. 


II to 15 


22 to 27 


8 to II 


17 to 13 


4 to 8 


23 to 19 


15 to 18 


24 to 20 


II to 15 


28 to 24 


8 to II 


26 to 23 


9 to 14 


31 to 26 



72 



DRAUGHTS. 




Black. 


White. 


6 to 9 


13 to 6 


2 to 9 


26 to 22 


9 to 13 


32 to 28* 


I to 6 


21 to 17 


14 to 21 


23 to 4 


10 to 26 


19 to I 


13 to 17 


30 to 23 


21 to 30 


I to 6 


3 to 8 


6 to 2 


7 to 10 


23 to 19 


10 to 14 





And the game is drawn. The move of White at 
which the star is placed, was bad, and all he 
could hope to do, was to draw the game. If, in- 
stead of playing 32 to 28, he had moved from 20 
to 16, he would have won ; thus — 

20 to 16 
II to 20 22 to 17 

13 to 22 21 to 17 

14 to 21 23 to 14 
10 to 17 25 to 2 

I to 6 2 to 9 

5 to 14 19 to 15 

3 to 8 24 to 19 

Of course it will be understood that the moves 
given are not absolutely necessary in order to win 



ILLUSTRATIVE GAMES, 73 

the game. Try variations from the 4th and 5 th 
moves of the Black, and you will produce a differ- 
ent result If, for instance, Black plays as his 4th 
move, instead of 15 to 18 — 

9 to 14 ; 
White replies by playing — 

27 to 23 

And the game ought to be either drawn, or won 
by the Black. But if, as his 5th move, he plays 
10 to 14 instead of 11 to 15, the chances are in 
favor of his winning ; certainly of making a draw. 



Game II. 




Black. 


White. 


II to 15 


22 to 18 


15 to 22 


25 to 18 


8 to II 


29 to 25 


4 to 8 


25 to 22 


12 to 16 


24 to 20 


ID to 25 


27 to 24t 


16 to 19 


21 to 16 


15 to 19 


24 to 15 


9 to 14 


18 to 9 


II to 25 


32 to 27 


5 to 14 


27 to 23 


6 to 10 


16 to 12 


8 to II 


28 to 24 



DRAUGHTS. 



Black. 
25 to 29 
29 to 22 
II to 15 
15 to 18 
18 to 27 
14 to 18 
7 to 16 
18 to 23 

21 to 27 

27 to 31 
31 to 27 

27 to 21 

23 to 18 

18 to 15 and wins. 



White. 

30 to 25 
26 to 17 
20 to 16 
24 to 20 

31 to 24 
16 to II 
20 to II 
II to 8 

8 to 4 
4 to 8 

24 to 20 
8 to II 

II to 8t 



The moves marked with a dagger are those 
which lost White the game. 





Game III. 




Black. 




White. 


II to 15 




22 to 17 


8 to II 




23 to 19 


4 to 8 




25 to 22 


9 to 13 




17 to 14 


10 to 17 




19 to 10 


7 to 14 




29 to 25 


3 to 7 




2'] to 23 



ILLUSTRATIVE GAMES. yc 



Black. 


White. 


II to l6A 


31 to 27 


8 to iiB 


22 to 18 


i6 to 20 


18 to 9 


5 to 14 


23 to 19 


II to 16 


19 to 15 


7 to 10 


25 to 22 


10 to 19 


24 to 15 


14 to 18 


21 to 14 


Drawn 


Game. 


Variation A. 


6 to 10 


24 to 20 


I to 6 


28 to 24 


6 to 9 


24 to 19 


2 to 6 


32 to 28 


14 to 18 


22 to 15 


II to 27 


31 to 24 


10 to 14 


25 to 22 


7 to II 


30 to 25 


14 to 18 


22 to 15 


II to 18 


Drawn Game. 


Variation B. 


6 to 10 


22 to 18 


8 to II 


18 to 9 


5 to 14 


24 to 20 



76 



DRAUGHTS. 


Black. 


White. 


II to 15 


20 to II 


7 to 16 


25 to 22 


16 to 19 


23 to 16 


12 to 19 


27 to 23 


I to 6 


23 to 16 


14 to 18 


21 to 7 


18 to 25 


30 to 2 1 - 


2 to 20 


Drawn Game. 



The following game, with the variations, will 
give the young player a better insight into the 
art and mystery of Draughts than any merely 
verbal instructions. 





Game IV. 




Black. 




White. 


II to 15 




22 to 17 


8 to II 




23 to 19 


4 to 8 




25 to 22 


9 to 13 




17 to 14 


10 to 17 




19 to 10 


7 to 14 




29 to 25 


2 to 7 




27 to 23 


II to 16 A 


22 to 18 


6 to 10 




18 to 9 


5 to 14 




24 to 20 


16 to 19 


B 


23 to 16 



ILLUSTRATIVE GAMES. 



11 



Black. 


White. 


12 to 19 


32 to 27 


I to 6 


27 to 21 


8 to 12 


23 to 16 


12 to 19 


31 to 27 


14 to 18 


21 to 14C 


ID to 17 


25 to 22 


18 to 25 


Drawn Game. 


Variation A. 


II to 15 


31 to 27 


8 to 1 1 


24 to 20 


15 to 19 


23 to 16 


12 to 19 


27 to 23 


3 to 8 


23 to 16 


8 to 12 


3? to 27 


12 to 19 


2y to 23 


II to 15 


23 to 16 


15 to 19 


16 to II 


7 to 16 


Drawn Game. 


Variation 


B. 


8 to II 


28 to 24 


10 to 15 


23 to 19 


16 to 23 


26 to 10 


II to 15 


30 to 26 


7 to II 


26 to 23 



78 



DRAUGHTS, 



Black. 

15 to j8 
18 to 27 
II to 15 

White wins. 



10 to 15 

6 to 10 
19 to 24 
15 to 24 
10 to 15 

7 to 10 

14 to 23 
3 to 10 

M to 27 

15 to 24 
27 to 31 
31 to 27 
27 to 23 
13 to 27 
23 to 14 



Variation C 



White. 

31 to 26 

32 to 23 

25 to 23 



25 to 22 

27 to 23 

28 to 19 

20 to 16 

16 to 12 

23 to 18 

21 to 7 

26 to 19 
12 to 8 

22 to 18 

8 to 3 
3 to 7 
7 to 14 

14 to 21 

Drawn Game. 



22 to 17 

23 to 19 
25 to 22 
17 to 14 



Game V. 



II to 15 

8 to II 

9 to 13 

10 to 17 



ILLUSTRATIVE GAMES. 



79 



Black. 


White. 


19 to 10 


7 to 14 


29 to 25 


2 to 7 


27 to 23 


6 to 10 A 


31 to 27 


4 to 8 


24 to 20 


12 to 16 B 


27 to 24 


8 to 12 


24 to 19 


5 to 9C 


19 to 15 


ID to 19 


23 to 18 


14 to 23 


21 to 5 


7 to 10 


25 to 21 


10 to 15 


28 to 24 


19 to 28 


26 to 10 


16 to 19 


21 to 17 


Drawn Game. 




Variation A. 


II to 16 


31 to 27 


16 to 20 


23 to 18 


14 to 23 


21 to 14 


6 to 9 


27 to 18 


20 to 27 


32 to 21 


4 to 8 


23 to 19 


8 to II 


28 to 24 


II to 16 


24 to 20 


16 to 23 


26 to 19 


I to 6 


25 to 21 


6 to 10 


21 to 17 



8o 





DRAUGHTS. 




Black. 






White. 


7 to II 






14 to 7 


3 to lO 






19 to 16 


12 to 19 






17 to 14 


ID to 26 




Drawn Game, 




Variation B. 




ID to 15 






23 to 18 


14 to 23 






21 to 14 


'7 to 10 






27 to 18 


10 to 17 






32 to 27 


12 to 16 






27 to 23 


8 to 12 






28 to 24 


5 to 9 






23 to 19 


16 to 23 






26 to 10 


17 to 26 






30 to 23 


13 to 17 






23 to 19 


17 to 22 






25 to 21 


22 to 26 






21 to 17 


9 to 13 






17 to 14 


26 to 30 






19 to 15 


30 to 26 






15 to 8 


26 to 22 






14 to 9 


22 to 6 






9 to 2 




Drawn 


Game. 






Variation C. 




3 to 8 






32 to 27 


5 to 9 






22 to 18 



ILLUSTRATIVE GAMES. 8i. 



Bkck. 




White. 


17 to 22 




26 to 17 


13 to 29 




18 to 15 


II to 18 




20 to 2 


8 to II 




21 to 17 


14 to 21 




23 to 7 


II to 16 




Drawn Game. 


Game VI. 




22 to 18 




10 to 14 


24 to 19 




II to 16 


27 to 24 




8 to II 


25 to 22 




16 to 20 


31 to 27 




4 to 8 


29 to 25 




II to 16 A 


19 to 15 




7 to II 


22 to 17 




16 to 19 


17 to 10 




2 to 7 


23 to 16 




12 to 19 


21 to 17 




7 to 23 


27 to 18 




20 to 27 


12 to 7 






White Wins, after sev^ 


eral 


more moves, which 


I leave the reader to play 


out for himself. 


Variation 


A. 


9 to 13 




18 to 9 


5 to 14 




22 to 18 


6 to 9 




19 to 16 



S2 







DRAUGHTS. 




Black. 








White 




12 to 


19 








24 to 


15 


7 to 


10 








15 to 


6 


I to 


10 








23 to 


19 


14 to 


23 








27 to 


18 


20 to 


24 








26 to 


22 


ID to 


15 








19 to 


10 


2 to 


7 








28 to 


19 


7 to 


23 








19 to 


15 


II to 


18 








22 to 


15 


8 to 


II 








15 to 


8 


3 to 


12 








25 to 


28 


2 to 


16 








22 to 


18 


And the 


game 


is 


drawn. 





The following games are taken from Sturges. 
Supposing that Black plays first. White follows ; 
and each plays moves alternately. In order to 
save space, the distinction between the White men 
and the Black has been omitted. But amateurs 
will as easily follow tnis as the other plan. 





Game VII. 




II to 15 


25 to 18 


12 to t6 


24 to 20 


4 to 8 


21 to 17 


8 to II 


29 to 25 


7 to 10 Var. 


22 to 18 


10 to 15 


17 to 13 


15 to 22 


25 to 22 


8 to 12 



ILLUSTRATIVE GAMES. 



83 



28 to 24 


24 to 20 


2 to II 


9 to 14 


18 to 22 


26 to 10 


18 to 9 - 


27 to 24 


6 to 15 


5 to 14 


22 to 26 


28 to 24 


23 to 19 


19 to 15 


5 to 9 


16 to 23 


I2^tO 19 


27 to 23 


26 to 19 


13 to 9 


I to 6 


3 to 8 


6 to 22 


31 to 26 


31 to 26 


15 to 6 


6 to 10 


15 to 18 


I to 10 


32 to 28 


22 to 15 


24 to 6 


3 to 7 


II to 18 


Drawn. 


23 to 19 


32 to 28 




W. wins. 


2 to 7 


Van 




30 to 25 


9 to 13 


A. 


7 to II 


17 to 14 


12 to 19 


25 to 21 


16 to 19 


27 to 23 


18 to 22 


23 to 16 


7 to 14 


26 to 17 


8 to 12 


23 to 7 


II to 25 


14 to 10 


W. wins. 


20 to 16 


7 to 23 A. 




15 to 18 


16 to 7 
Game VIII. 




II to 15 


8 to II 


12 to 16 


22 to 18 


29 to 25 


24 to 19 


15 to 22 


4 to 8 


16 to 20 


25 to 18 


25 to 22 


28 to 24 Van A. 





DRAUGHTS. 




8 to 12 


20 to 27 


23 to 16 


32 to 28 


17 to 14 


9 to 14 


10 to 15 


27 to 31 


18 to 9 


19 to 10 


21 to 17 


5 to 14 


7 to 14 


31 to 26 


16 to 12 


30 to 25 


25 to 21 


II to 15 


II to 16 


26 to 22 


27 to 23 


18 to 15 


17 to 13 


6 to 10 


3 to 8 


22 to 17 


31 to 27 


22 to 17 


14 to 10 


8 to II 


14 to 18 


17 to 14 


22 to 17 


23 to 14 


10 to 7 


15 to 18 


9 to 18 


18 to 23 


30 to 25 


26 to 23 


7 to 3 


2 to 6 


6 to 9 


23 to 27 


23 to 19 


23 to 14 


3 to 7 


II to 15 


9 to 18 


14 to 18 


28 to 24 


5 to 10 


7 to 11 


6 to 9 


8 ton 


27 to 31 


17 to 13 


ID to 7 


II to 16 


I to 6 


II to 15 


31 to 27 


26 to 23 


7 to 3 


16 to 20 


7 to II 


2 to 7 


18 to 22 


19 to 16 


3 to 19 


B. wins. 


3 to 7 


16 to 32 




24 to 19 


24 to 19 


Van A. 


15 to 31 


32 to 27 


19 to 15 


22 to 8 


31 to 24 


ID to 19 


W. wins. 



ILLUSTRATIVE GAMES, 




Game 


IX. 




22 to l8 


15 to 


24 


I to 6 


II to 15 


28 to 


19 


30 to 25 


18 to II 


I to 


6 


6 to 10 


8 to 15 


30 to 


26 


25 to 21 


25 to 22 


3 to 


8 


10 to 17 


4 to 8 


26 to 


23 


21 to 14 


29 to 25 


8 to 


II 


7 to 10 


8 to II 


23 to 


18 


14 to 7 


23 to 18 


II to 


16 


3 to 10 


9 to 13 Van 


27 to 


23 


32 to 28 


18 to 14 


16 to 


20 


10 to 14 


10 to 17 


31 to 


27 


26 to 22 


21 to 14 


6 to 


9 


14 to 17 


6 to 10 


18 to 


15 


19 to 15 


25 to 21 


9 to 


18 


Drawn. 


10 to 17 


23 to 


14 




21 to 14 


12 to 


16 


Var. 


2 to 6 


19 to 


12 


12 to 16 


24 to 19 


10 to 


19 


18 to 14 C. 


25 to 14 


12 to 


8 


10 to 17 


28 to 19 


Drawn. 


22 to 13 


6 to 10 A. 






16 to 20 B. 


22 to 17 


A. 




21 to 17 


13 to 22 


II to 


16 


7 to 10 


26 to 17 


27 to 


23 


26 to 23 


II to 15 


6 to 


9 


9 to 14 


32 to 28 


22 to 


18 


25 to 21 



8s 



86 



DRAUGHTS. 



15 to 18 
30 to 25 
10 to 15 

17 to 10 

18 to 22 

25 to 18 

15 to 22 

23 to 19 
6 to 15 

19 to 10 

22 to 25 

24 to 19 
2 to 7 

Drawn. 

B. 
9 to 14 

24 to 20 

6 to 10 

27 to 24 

16 to 19 



22 to 18 

II to 15 

18 to II 

8 to 15 



25 to 22 

14 to 18 

22 to 17 

I to 6 

32 to 27 

19 to 23 

26 to 19 

18 to 23 

2'] to 18 
15 to 22 

17 to 14 

10 to 17 

21 to 14 

6 to 10 

14 to 9 

5 to 14 

13 to 9 

14 to 17 
9 to 5 

17 to 21 
5 to I 



Game X. 



22 to 25 
31 to 26 
Drawn. 

C. 
24 to 20 
16 to 19 
27 to 23 D. 
9 to 13 
B. wins. 

D. 

27 to 24 

10 to 14 
20 to 16 
14 to 23 
31 to 27 

11 to 20 
27 to II 

7 to 16 
24 to 15 
Drawn. 



21 to 17 

4 to 8 
21 to 19 

8 to II 



17 to 13 
9 to 14 

27 to 23 
5 to 9 



25 to 22 

14 to 17 
29 to 25 

17 to 21 



ILLUSTRATIVE GAMES. 



87 



22 to 17 


17 


to 


10 


3 to 


9 20 to 1 1 


II to 16 


6 to 


24 


16 to 


19 7 to 16 


25 to 22 


13 


to 


6 


23 to 


16 I to 5 


7 to II 


I 


to 


10 


12 to 


19 16 to 20 


24 to 20 


22 


to 


17 


9 to 


5 5 to 9 


15 to 24 


24 


to 


28 


19 to 


24 24 to 27 


28 to 19 


17 


to 


13 


5 to 


I Drawn. 


10 to 14 


3 


to 


7 


II to 


16 








Game XL 




22 to 18 






23 to 


18 


29 to 22 


II to 15 






II to 


16 


14 to 18 


18 to II 






27 to 


23 A. 


23 to 14 


8 to 15 






16 to 


20 


6 to 10 


21 to 17 






32 to 


27 


15 to 6 


4 to 8 






10 to 


14 Var 


2 to 25 


23 to 19 






17 to 


ID 


19 to 15 


8 to II 






7 to 


14 


25 to 30 


17 to 13 






18 to 


9 


27 to 23 


9 to 14 






5 to 


14 


20 to 27 


25 to 21 






13 to 


9 


31 to 24 


14 to 18 






6 to 


13 


30 to 26 


26 to 23 






19 to 


15 


23 to 18 


18 to 22 






I to 


6 


26 to 22 


30 to 26 






24 to 


19 


18 to 14 


15 to 18 






3 to 


7 


12 to 16 


26 to 17 






28 to 


24 


16 to II 


18 to 22 






22 to 25 


Drawn. 



88 





DRAUGHTS. 




A. 


18 to 


15 


II to 2 


i8 to 14 


7 to 


II 


27 to 31 


i6 to 23 


23 to 


18 


2 to 9 


27 to 18 


II to 


16 


5 to 23 


10 to 15 


27 to 


n 


17 to 14 


18 to II 


20 to 


27 


10 to 17 


7 to 16 


31 to 


24 


21 to 14 


13 to 9 


16 to 


20 


31 to 26 


6 to 13 


15 to 


II 


14 to 10 


32 to 27 


8 to 


15 


22 to 25 


Drawn. 


18 to 


II 


29 to 22 




20 to 


27 


26 to 17 


Van 


23 to 


18 


B. wins. 


3 to 8 


2 to 


7 






Game XII. 




22 to 18 


14 to 


18 


18 to 15 


II to 15 


26 to 


23 


19 to 23 


18 to II 


18 to 


22 


1 5 Ho II 


8 to 15 


23 to 


18 Var. 


10 to 14 


21 to 17 


II to 


16 


II to 8 


4 to 8 


18 to 


II 


22 to 26 


23 to 19 


16 to 


23 


31 to 22 


8 to II 


27 to 


18 


14 to 17 


17 to 13 


7 to 


16 


21 to 14 


9 to 14 


24 to 


20 


6 to 9 


35 to 21 


16 to 


19 


13 to 6 



ILLUSTRATIVE GAMES. 



89 



1 to 26 


5 to 14 


31 to 27 


8 to 4 


32 to 27 


6 to 10 


Drawn. 


14 to 18 


27 to 23 




30 to 25 


18 to 14 


Van 


12 to 16 


23 to 19 


21 to 17 


31 to 26 


14 to 9 


5 to 9 


22 to 31 


II to 15 


23 to 18 


25 to 22 


20 to 16 


10 to 14 


18 to 25 


19 to 12 


17 to 10 


29 to 22 


10 to 19 


7 to 23 


31 to 24 


12 to 8 


19 to 10 


28 to 10 


9 to 6 


6 to 15 


16 to 19 


8 to II 


13 to 6 


22 to 18 


6 to 2 


2 to 9 


19 to 23 


II to 8 


27 to 18 


10 to 6 


19 to 23 


I to 5 


23 to 26 


8 to II 


24 to 20 


6 to 2 


23 to 18 


9 to 14 


26 to 31 


II to 16 


18 to 9 


2 to 6 
Game XIII. 


Drawn. 


II to 15 


17 to 14 Var. 


6 to 9 


22 to 17 


10 to 17 


26 to 23 


5 to 18 


21 to 14 


3 to 8 


3 to 14 


8 to II 


23 to 19 


9 to 18 


24 to 20 


18 to 22 



90 



DRAUGHTS. 



25 to 18 
II to 16 
20 to 1 1 

8 to 22 

30 to 25 

9 to 18 

27 to 23 

18 to 27 
25 to 18 

5 to 9 

^2 to 21 

4 to 8 
29 to 25 
12 to i5 

19 to 3 

2 to 6 

3 to 10 
6 to 29 

Drawn. 

Van 

17 to 13 

8 to II 

26 to 23 

10 to 14 
24 to 20 

11 to 15 
28 to 24 



4 to 8 

30 to 26 

8 to II 

26 to 22 

3 to 8 
32 to 28 

7 to 10 
24 to 19 
15 to 24 
28 to 19 
II to 15 
27 to 24 
18 to 27 
13 to 9 
6 to 13 
22 to 17 
13 to 22 
25 to 4 
27 to 32 

4 to 8 

32 to 2^ 

29 to 25 

5 to 9 

25 to 22 

9 to 13 

8 to II 

I to 5 

II to 8 



2 to 7A. 

8 to 3 

7 to II 

3 to 7 

27 to 2'^ 

Drawn. 

A. 
2 to 7 

22 to 15 

11 to 18 
31 to 26 

8 to II 
19 to j6 

12 to 19 

23 to 16 
14 to 17 
21 to 14 

10 to 17 

16 to 12 

11 to 15 

12 to 8 

17 to 21 
25 to 22 

18 to 25 
Drawn. 



ILLUSTRATIVE GAMES, 91 

Game XIV. 

22 to 18 4 to 8 21 to 17 16 to 23 

II to 16 22 to 17 I to 6 31 to 2^ 

25 to 22 7 to 10 17 to 13 7 to 10 

10 to 14 25 to 22 6 to 7 26 to 19 

29 to 25 10 to 19 28 to 24 II to 16 

16 to 20 17 to 10 12 to 16 18 to II 

24 to 19 6 to 15 26 to 23 16 to 23 

8 to II 23 to 7 8 to 12 27 to 18 

19 to 15 2 to II 23 to 19 W. wins. 

Game XV. 

II to 15 13 to 6 5 to 14 

22 to 17 2 to 9 19 to 15 
8 to II 26 to 22 3 to 8 

17 to 13 9 to 13B. 24 to 19 

4 to 8 20 to 16 W. wins. 

23 to 19 II to 20 

15 to 18 22 to 17 A. 

24 to 20 13 to 22 17 to 22 
II to 15 21 to 17 19 to 15 
28 to 24 14 to 21 21 to 25 

8 to II 23 to 14 30 to 31 
26 to 23 10 to 17 22 to 26 

9 to 14 25 to 2 15 to 10 
31 to 26 I to 6A. 26 to 31 

6 to 9 2 to 9 29 to 25 



92 



DRAUGHTS, 



12 to l6 

25 to 22 

16 to 19 
24 to 15 
31 to 24 

15 to II 

24 to 19 
II to 7 
19 to 15 
2 to 6 
15 to II 



7 to 2 
20 to 24 

22 to 18 

II to 16 

21 to 17 

W. wins. 

B. 

I to 6 

30 to 26C. 

9 to 13 



32 to 28 

6 to 9 

B wins. 

C. 
32 to 28 
9 to 13 
20 to 16 
II to 20 
Drawn. 



Game XVI. 



II to 15 

22 to 17 
8 to II 

17 to 13 
4 to 8 

23 to 19 
15 to 18 

24 to 20 
II to 15 
28 to 24 

8 to II 
26 to 23 

9 to 14 

31 to 26Var. 



14 
21 

10 

6 

25 
17 
22 

15 
26 

18 

29 

II 

13 



o 17 
o 14 
o 17 
o 14 
o 10 

O 22 
O 21 

o 17 
o 18 

O 22 

o 25 

O 22 

o 15 
o 9 



7 
14 

3 

9 
2 

17 

9 
22 

I 

32 

5 
27 

15 
19 



to II 
to 7 
to 10 
to 6 
to 9 
to 13 
to 14 
to 17 
to 6 
to 28 
to 9 
to 23 
to 18 
to 15 

n. 



ILLUSTRATIVE GAMES. 



93 



l8 to 2^ 

15 to 8 

14 to 18 

8 to 3 

W. wins. 

Van 

5 to 9 
21 to 17 
14 to 21 



23 to 5 
15 to 18 

26 to 2^ 

18 to 22 

25 to 18 
10 to 10 

19 to ID 
6 to 2 2 

23 to 18 

7 to 10 



12 to 28 
ID to 15 

27 to 23 

22 to 26 

18 to 14 
15 to 18 
23 to 19 
26 to 31 
14 to 9 
W. wins. 



Game XVII. 

II to 15 30 to 26 9 to 14 31 

22 to 17 II to 15 16 to II 28 
8 to II 26 to 17 12 to 16 26 

17 to 13 15 to 18 19 to 12 24 

4 to 8 22 to 14 15 to 18 23 

23 to 19 9 to 38 22 to 15 15 
15 to 18 27 to 23 10 to 28 22 

24 to 20 18 to 27 17 to 10 27 
II to 15 32 to 23 6 to 15 18 
28 to 24 7 to II 8 to II 23 

8 to II 29 to 25 28 to 32 8 

26 to 23 5 to 9 8 to 4 18 

18 to 22 25 to 22 32 to 28 13 

25 to 18 II to 15 4 to 8 I 
15 to 22 20 to 16 2 to 7 17 



o 26 
o 24 
o 22 
o 27 
o 18 
o 19 
o 17 
o 23 
o 14 
o 18 
o 4 
o 9 
o 6 
o 10 
o 13 



94 



DRAUGHTS. 



7 to II 

4 to 8 

lo to 15 

13 to 9 

19 to 24 



II to 16 

22 to 18 

8 to n 

25 to 22 

4 to 8 
29 to 25 
10 to 14 
24 to 19 

7 to 10 
27 to 24 
16 to 20 



II to 16 
22 to 18 

10 to 14 

25 to 22 

16 to 20 
29 to 25 

12 to 16 



9 to 6 
24 to 28 

6 to 2 
28 to 32 

2 to 6 



32 to 28 

21 to 17 

28 to 32 
17 to 14 
32 to 28 



Game XVIIL 



19 to 16 

20 to 27 
16 to 7 

2 to II 

31 to 24 
12 to 16 
24 to 19 

8 to 12 

32 to 27 
16 to 20 

21 to 17 



14 to 21 

19 to 16 

12 to 19 

23 to 7 

ID to 14 

26 to 23 

3 to 10 

28 to 24 

10 to 15 

18 to II 

9 to 13 



Game XIX. 



18 to 15 
8 to 12 

15 to II 

7 to 10 
22 to 18 
10 to 15 
25 to 22 



6 to ID 
24 to 19 
15 to 24 
28 to 19 

9 to 13 
18 to 9 

5 to 14 



14 to 10 

28 to 24 

6 to 2 

Drawn. 



22 to 18 
6 t o 9 

II to 7 

13 to 17 
18 to 15 

14 to 18 

23 to 14 
9 to 18 

24 to 19 

17 to 22 

Drawn. 



19 to 15 
10 to 19 
22 to 17 
13 to 22 
26 to 10 
19 to 26 
30 to 13 



ILLUSTRATIVE GAMES. 95 



3 to 8 


15 to 19 


16 to 19 


27 to 31 


II to 7 


23 to 18 


15 to 10 


18 to 14 


2 to II 


19 to 23 


19 to 24 


8 to II 


II to 7 


18 to 15 


27 to 23 


10 to 7 



II to 15 23 to 26 24 to 27 Drawn. 
7 to 3 31 to 22 23 to 18 



g6 DRAUGHTS. 



CHAPTER VIII. 

CRITICAL SITUATIONS AND ENDINGS OF GAMES. 

The endings of games are worthy particulai 
study. Let young players amuse themselves for 
an hour or two by trying their skill at the follow- 
ing : the men are to be placed in the positions in- 
dicated. The White pieces in each case occupy 
the lower half of the board, and move upward. 

WHITE TO MOVE AND DRAW. 

Black. White. 

King on 19 King on 32 

King on 18 King on 27 

Man on 28 

In this position it seems very easy for Black to 

win ; but White with the move must draw. Try 

this ; there are not above four moves on each side. 

WHITE TO MOVE AND DRAW. 

Black. White. 

Man on 5 King on 7 

King on 9 
In this situation — one that often occurs in play — it 



CRITICAL SITUATIONS, 97 

would seem that Black ought to win, from the fact 
that he has the advantage of a man, but he cannot 
extricate it, and so White is enabled to draw. Try 
this : — 



WHITE TO MOVE AND WIN. 

Black men on squares i, 2, 3, 5, 7, 8, 10, 12, I5> 
16, and 18. 

White men on squares 13, 17, 19, 21, 22, 24, 25, 
27, 28, 31, and 32. 

This is an instructive position, and will afford the 
amateur good practice. 

Black men on squares i, 2, 3, 5, 7, 8, 10, 12, 15, 
16, and 18. 

White men on squares 13, 17, 19, 21, 22, 24, 25, 
27, 28, 31, and 32. 



White. 


Black. 


13 to 9 


5 to 14 


17 to 13 


16 to 23 


24 to 19 


15 to 24 


22 to 6 


2 to 9 


13 to 6 


I to 10 


27 to 9 


8 to II 


28 to 19 


II to 16 


31 to 27 


16 to 23 


27 to 18 and wins. 





98 DRAUGHTS, 

And again — 

13 to 9 16 to fj 
17 to 13 5 to 14 

24 to 19 15 to 24 
22 to 6 I to 10 

27 to 9 8 to II and wins. 

A few more examples of critical situations will 
be found useful to the student. 

BLACK TO MOVE AND WIN. 

White. Black. 

Man on 6 Man on 12 

Man on 24 K on 15 

WHITE TO MOVE AND WIN. 

White. Black. 

K on 14 K on 6 

K on 18 K on 14 
K on 23 

EITHER SIDE TO MOVE AND WIN. 

Black. White, 

K on 26 K on 25 

K on i"! Man on 21 

Black Kings on squares 19, 18 ; man on square 



CRITICAL SITUATIONS, 



99 



2%. White Kings on 12, 2^. White moves and 
draws, thus — 



White. 
2"] to 24 
24 to 20 
20 to 24 
24 to 20 

White draws by keeping command of square 20* 



Black. 

18 to 15 
15 to II 

19 to 15 



Problem I. 




White to move and win. 



too 



DRAUGHTS. 
Problem II. 




White to move and draw. 
Problem III. 




Black to move and White to win. 



PROBLEMS. 
Problem IV. 



lOt 




White to move and win. 
Problem V. 




White to move, B. wins ; or Black moves, and White draws* 



I02 



DRAUGHTS. 
Problem VI. 




White to move and win. 
Problem VII. 




Black to move and win. 



PROBLEMS. 
Problem VIII. 



103 




White to move and win. 
Problem IX. 




Black to move and win. 



104 



DRAUGHTS, 
Problem X. 




White to move and win. 
Problem XI. 




White to move and win. 



PROBLEMS. 
Problem XII. 



105 




White to move and win. 
Problem XIII. 




White to move and win. 



io6 



DRAUGHTS. 
Problem XIV. 




White to move and win. 
Problem XV. 




White to move and win. 



PROBLEMS. 
Problem XVI. 



107 




White to move and win. 
Problem XVII. 




White to move and win. 



io8 



DRAUGHTS. 
Problem XVIII. 




White to move and win. 
Problem XIX. 




Black to move and v\^in. 



PROBLEMS, 
Problem XX. 



109 




White to move and win. 
Problem XXI. 




White to move and win. 



no 



DRAUGHTS. 
Problem XXII. 




White to move and win. 
Problem XXIII. 




White to move and win. 



PROBLEMS. 
Problem XXIV. 



Ill 




White to move and win. 
Problem XXV. 




Black to move and White to win. 



112 



DRAUGHTS. 
Problem XXVI. 




White to move and win. 
Problem XXVIL 




White to move and win. 



SOLUTIONS TO PROBLEMS. 
-Problem XXVIII. 



"3 




if/hltfc \M iiiuvG aiiu win. 



SOLUTIONS TO PROBLEMS. 



Problem I. 

The * denotes a piece taken. In each of the 
Problems the White men move upward. 
White. Black. 

20 to 16 12 to 19* 

14 to 18 5 to 14* 

18 to 20 

Taking man and king. Black loses a man at his 
next move. 



114 DRAUGHTS. 

Problem II. 

White. Black. 

15 to II 3 to 8 

10 to 15 8 to 3 

15 to 19 12 to 8 

And so on, Black never being able to get away 

from the corner without sacrificing a man. 

Problem III. 

White. Black. 

6 to 10 19 to 23 

If Black take the two kings, 27 to 9, he loses im- 
mediately, by White taking from 7 to 5. If Black 
take from 10 to 17, White takes from 21 to 32, and 
has two kings to one. 



Problem 


IV 


• 


White. 




Black. 


22 to 18 




15 to 22* 


17 to 26* 




28 to 32 & crowns 


27 to 24 




19 to 28* 


26 to 23 







Black has the advantage of a man, but he must 
lose, as every piece is blocked, and he loses them 
successively. This is a very neat solution. 



SOLUTIONS TO PROBLEMS, 115 

Problem V. 

White to move and Black to win. 

White. Black. 

32 to 28 24 to 20 

28 to 12 22 to 18 

31 to 27 2^ to 19 

'i'] to 31 19 to 24 

32 to 27 24 to 28 

27 to 12 18 to 22 

31 to 27 22 to 26* 

30 to 23 28 to 24 

And same position — Black to move and White to 
draw. 



Black. 
24 to 28 

23 to 19 
19 to 24 

24 to 20 
22 to 18 



White. 

31 to 27 
28 to 31 

32 to 27 

2"] to 32 

3 to 2^ 



Problem VI. 

23 to 19 24 to 15* 

14 to 17 5 to 14 

1 7 to 1 1 

Taking a man and king, and blocking the rest. 
Black can sacrifice a man and get a king, but can- 
not gain the double corner to make a draw. 



Il6 DRAUGHTS, 

Problem VII. 

19 to 23 26 to 19* 

17 to 26* 30 to 23* 

14 to 18* 23 to 14 

10 to 17 21 to 14 
3 to 17 

Leaving Black with three men to two. 



Problem VIII. 




14 to 10 


7 to 14* 


20 to 16 


12 to 19* 


27 to 23 


19 to 26* 


31 to 6* 




Faking three men and winning. 




Problem IX. 




Black. 


White. 


4 to 18 


22 to 15* 


17 to 22 


26 to 17* 


19 to 26* 


30 to 21* 


6 to 9 


13 to 6* 


I to 26* 





Taking three men, making a king at his next 
move, and winning. 



SOLUTIONS TO PROBLEMS. 



Problem X. 



117 



29 to 25 






32 to 23* 


2 to 7 






30 to 21* 


22 to 17 






13 to 22* 


14 to 17 






12 to 14* 


ID to 3* 








Taking five men. 


A 


most ingenious series of 


moves leading up 


to this result, 


leaving Black man 


blocked in 4. 










Problem XL 


> 


White. 






Black. 


25 to 22 






23 to 16* 


15 to II 






6 to 15* 


13 to 6 






I to 10* 


28 to 24 






16 to 7* 


2 to 9 









Taking three and winning. 



Problem XII. 



15 to 10 19 to 12* 

3 to 7 2 to II* 

32 to 27 12 to 3* 

27 to 24 28 to 19* 

18 to 23 

Now, wherever Black move% he loses the game. 



Il8 DRAUGHTS, 

Problem XIII. 
i8toi5 iitoiS* 

24 to 19 2 to II* 

20 to 16 II to 20* 

29 to 25 22 to 29* 

17 to 22 18 to 25* 

19 to 24 20 to 27* 

14 to 10 

It will be seen that, by a judicious system of losses, 

the White is enabled at last to completely block 

eleven men with a single king. His own men on 

squares 30 and 32 greatly assist this extraordinary 

blockade. 

Problem XIV. 

15 to II 8 to 15* 

30 to 26 22 to 31 king. 
32 to 28 31 to 24 

28 to I* 

Takes three men, makes a king, and wms the game 
in four moves. This is a very neat combination. 

Problem XV. 
24 to 20 19 to 10* 

20 to II* 10 to 7 

29 to 25 7 to 16* 

31 to 26 17 to 21 

4 to 8 20 to 30* king. 

8 to 12 30 to 23* 

12 to 26* 
Takes two kings, and wins in three moves. 



SOLUTIONS 


TO PROBLEMS. \ 


Problem 


XVI. 




White. 






Black. 


29 to 25 






21 to 30* king. 


31 to 26* 






30 to 23* 


22 to 18 






21 to 14* 


15 to 10 






14 to 7* 


2 to 27* 








ins in four moves. 








Problem XVII. 




White. 




«•■ 


Black. 


10 to 6 






I to ID* 


14 to 7* 






3 to 10* 


17 to 14 






10 to 17* 


13 to 29 









119 



Taking man and king, and winning in three moves. 



Problem XVIII. 



White. 
26 to 23 
19 to 16 
30 to 7* 

Takes three pieces, and wins. 



Black. 
17 to 26* (best) 
27 to 18* 



I20 


DRAUGHTS. 
Problem XIX. 






Black. 


White. 




13 to 9 


II to 20* (best) 




9 to 2* 


20 to 24 




12 to 16 


24 to 28 




16 to 19 


28 to 32 




19 to 24 






Problem XX. 






White. 


Black. 




19 to 24 


20 to 37* 




18 to 22 




A good 


instance of blockade. 

Problem XXI. 






White. 


Black. 




II to 8 


3 to 19* 




15 to 22* 






Problem XXII. 






White. 


Black. 




18 to 15 


9 to 14 




26 to 22 


14 to 18 




15 to II 





Problem XXIII. 

White moves from 7 to 10, when Black takes the 
king and loses. This is introduced merely to show 
the position in which two kings may Wv^ against 
three or more. 



SOLUTIONS TO PROBLEMS. I2I 

Problem XXIV. 

White retires to lo, when Black takes and is re- 
taken ; showing how three kings win against two. 
The positions in both these problems occur fre- 
quently in ordinary play. 

Problem XXV. 
Black. White. 

28 to 24 20 to 16 

24 to 8 17 to 14 

Problem XXVI. 

White. Black. 

18 to 22 17 to 26 

19 to 24 20 to 27 

This curious position could not occur in actual 
play ; but it is, nevertheless, illustrative. 

Problem XXVII. 

White moves from 15 to 10, when Black loses in 
a few moves. 

Problem XXVIII. 
White moves from 22 to i8 — Black from 13 to 22. 



iZH DRAUGHTS. 



CHAPTER IX. 

POLISH DRAUGHTS. 

This is an interesting variety of the regular game 
of Draughts. It used to be played on a board of a 
hundred squares, but the regular English board is 
now almost universally employed. The men are 
placed in the same way and the moves are made 
with the same number of men, precisely as in the 
English game, but with a difference — the board is 
placed with a double corner to the right hand of the 
player, and the men take either backwards or for- 
wards. They always move forwards, however, 
and only take by a backward jump when a man 
belonging to the adversary is en prise. The man 
must proceed as long as there is a piece that can 
be taken ; but a man once passed over, cannot be 
repassed in the course of the same coup. It is 
allowable, however, to pass and repass the same 
square any number of times, provided the same 
man is not twice leapt over. In other words, the 
vacant squares are free to the player, but he can- 
not twice pass over a covered square. In order 
that there may be no confusion, in consequence of 



POLISH DRAUGHTS. 123 

the intricacy of the moves, the pieces taken are not 
removed from the board till the move of the attack- 
ing man is completed. 

Kings are made in the same manner as in the 
English game, by placing one man on the top of 
the other. But it must be observed, that the man 
does not become a King if in the course of his 
march he arrives at the back square on his oppo- 
nent's side of the board and there is still another 
piece that may be taken. In such a case he must 
continue to take all he can, wherever there is a- 
vacant square between the last man taken and the 
next man in the same angle. 

The player is bound to take all he can legally 
and practically — there is no huffing ; but if he fails 
to take the largest number possible, he may be 
huffed, or compelled to take the men, at the option 
of his adversary. 

The King, in Polish Draughts, is exceedingly 
powerful. He can traverse the board over all the 
angles, and take a man lying in the angle. Thus, 
if he stands on square i, he may take pieces on 
squares 19, 26, 21, 7, 16, 27, 17, &c., wherever they 
are en prise, without regard to the number of vacant 
squares between each man. In fact, his power is 
precisely that of the Bishop at Chess, with the ad- 
ditional advantage of not pausing when he has 
taken a man or any number of men. 



124 DRAUGHTS. 

The advantage of possessing a King is therefore 
much greater in the Polish than in the EngHsh 
game, as the young player will soon discover. 
Mr. Bohn, in his essay on Polish Draughts, has the 
following on the general conduct of the game : 

'^ When a player at the end of the game has a 
King and a man against three Kings, the best way 
is to sacrifice the man as soon as possible, because 
the game is more easily defended with the King 
alone. 

''In Polish Draughts especially, it is by ex- 
changes that good players parry strokes and pre- 
pare them ; if the game is embarrassed, they open 
it by giving man for man, or two for two. If a 
dangerous stroke is in preparation, they avoid it 
by exchanging man for man. If it is requisite to 
strengthen the weak side of your game, it may be 
managed by exchanging. If you wish to acquire 
the move, exchange will produce it. Finally, it is 
by exchanges that one man frequently keeps many 
confined, and that the game is eventually won. 

''When two men of one color are so placed that 
there is an empty square behind each, and a vacant 
square between them, where his adversary can 
place himself, it is called a lunette, and this is much 
more likely to occur in the Polish than in the Eng- 
lish game. 

**In this position one of the men must'necessa- 



POLISH DRAUGHTS, 125 

rily be taken, because they cannot both be played, 
nor escape at the same time. The lunette fre- 
quently offers several men to be taken on both 
sides. As it is most frequently a snare laid by a 
skilful player, it must be regarded with suspicion ; 
for it is not to be supposed that the adversary, if 
he be a practised player, would expose himself to 
lose one or more men for nothing. Therefore, be- 
fore entering the lunette, look at your adversary's 
position, and then calculate what you yourself 
would do in a similar position. Towards the end 
of a game, when there are but few pawns left on 
the board, concentrate them as soon as possible. 

''At that period of the game the slightest error 
is fatal. The King is so powerful a piece, that 
one, two, or three pawns may be advantageously 
sacrificed to obtain him. But in doing so, it is 
necessary to note the future prospects of his reign. 
Be certain that he will be in safety, and occupy a 
position that may enable him to retake an equiva- 
lent for the pawns sacrificed without danger to 
himself An expert player will endeavor to snare 
the King as soon as he is made, by placing a pawn 
in his way, so as to cause his being retaken. '' 



These are the only games of Draughts played in 
Europe, but I believe there are several modifica- 



126 DRAUGHTS. 

tions in the game as played by the natives of vari- 
ous parts of India and China, Bayard Taylor, the 
American traveller, gives an account of Chess and 
Draughts in Japan ; and, curiously enough, we 
find that the latter game was played by the abori- 
gines of New Zealand in precisely the Japanese 
manner. A vast deal of learned research has been 
expended as to the origin of these games of skill 
and calculation. Chess has gradually improved 
into its present scientific aspect ; but Draughts, be- 
ing simpler in its method, and capable of less 
variety and modification, has probably remained 
in much the same condition for centuries. Never- 
theless, as a mental exercise and a relaxation from 
physical toil. Draughts is a capital game. Its main 
principles may be learned in an hour, while its 
practice provides reasonable amusement for a life* 
time. v*^ 



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